;=====================================================================
;通常技とシステム（ホーミング・アルカナブラスト、フォースなど） の設定
;=====================================================================

;=============================================================
;立ちA
;=============================================================
[Statedef 300]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 300
sprpriority = 1

[State 300, 1]
type = changeanim
trigger1 = time = 0
trigger1 = enemynear(0),movetype = H
trigger1 = enemynear(0),stateno != [120,155]
value = 310
persistent = 0

[State 300, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1,0
channel = 1
volume = var(21)

[State 300, playsnd]
type = varrandom
trigger1 = time = 0
v = 27
range = 0,2
ignorehitpause = 1

[State 300, PlaySnd]
type = PlaySnd
trigger1 = time = 0;AnimElemTime(3) = 0
trigger1 = random <= 549
value = S5,var(27)
channel = 0
volume = var(21)
ignorehitpause = 1

[State 300, 1]
type = HitDef
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(4) <= 2
attr = S,NA
hitflag = MAF
guardflag = MA
affectteam = E
animtype = Light
air.animtype = Light
fall.animtype = Light
priority = 1,Hit
damage = 20
getpower = ceil(fvar(5)*44)*ifelse(var(1)=11,0,1), 22*ifelse(var(1)=11,0,1)
givepower = ceil(fvar(5)*15), 7
pausetime = ceil(6*ifelse(var(25) = 0,1,1.5)), 6*ifelse(var(25) = 0,1,2)
guard.pausetime = 6, 6
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,0,1),5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 10 + ifelse(var(25) = 0,0,5)
ground.slidetime = 10 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,13,16)
guard.slidetime = ifelse(enemynear(0),statetype != A,13,16)
air.hittime = ceil(22*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.3
ground.velocity = -3, 0
guard.velocity = -3
air.velocity = -0.5, -3.8
airguard.velocity = -0.75, -2
ground.cornerpush.veloff = -3*1.3*var(24)*0.01
guard.cornerpush.veloff = -3*1.3*var(24)*0.01
air.cornerpush.veloff = -3*1.3*var(24)*0.01
airguard.cornerpush.veloff = -3*1.3*var(24)*0.01
down.cornerpush.veloff = -3*1.3*var(24)*0.01
air.juggle = 0
air.fall = 1
fall.recovertime = ceil(22*var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -3, 0
down.hittime = 15
down.bounce = 0
id = 300
hitonce = 0
kill = 1
numhits = 1
persistent = 0
p2facing = 1

[State 300, 2];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 6001+random%4
ID = 6001
pos = -5+random%5,-90+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 300, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, HC可能タイミング]
type = varset
trigger1 = movecontact
v = 12
value = 1

[State 300, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;=============================================================
;6A
;=============================================================
[Statedef 350]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 350
sprpriority = 1

[State 350, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = S1,1
channel = 1
volume = var(21)

[State 350, playsnd]
type = varrandom
trigger1 = time = 0
v = 27
range = 3,5
ignorehitpause = 1

[State 350, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
trigger1 = random <= 549
value = S5,var(27)
channel = 0
volume = var(21)
ignorehitpause = 1

[State 350, 1]
type = HitDef
trigger1 = animelemtime(7) >= 0
trigger1 = animelemtime(9) <= 2
attr = S,NA
hitflag = MAF
guardflag = LA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,Hit
damage = 40
getpower = ceil(fvar(5)*88)*ifelse(var(1)=11,0,1), 44*ifelse(var(1)=11,0,1)
givepower = ceil(fvar(5)*29), 15
pausetime = ceil(6*ifelse(var(25) = 0,1,1.5)), 6*ifelse(var(25) = 0,1,2)
guard.pausetime = 6, 6
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,2,3),5)
guardsound = S3, 7
ground.type = Low
air.type = Low
ground.hittime = 15 + ifelse(var(25) = 0,0,5)
ground.slidetime = 15 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,17,19)
guard.slidetime = ifelse(enemynear(0),statetype != A,17,19)
air.hittime = ceil(25*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.3
ground.velocity = -3, 0
guard.velocity = -3
air.velocity = -0.5, -4
airguard.velocity = -0.75, -2
ground.cornerpush.veloff = -3*1.3*var(24)*0.01
air.cornerpush.veloff = -3*1.3*var(24)*0.01
down.cornerpush.veloff = -3*1.3*var(24)*0.01
guard.cornerpush.veloff = -3*1.3*var(24)*0.01
airguard.cornerpush.veloff = -3*1.3*var(24)*0.01
air.juggle = 0
air.fall = 1
fall.recovertime = ceil(25*var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -3, 0
down.hittime = 15
down.bounce = 0
id = 350
hitonce = 0
kill = 1
numhits = 1
persistent = 0
p2facing = 1

[State 350, 2];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 6001+random%4
ID = 6001
pos = -5+random%5,-10+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 350, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, HC可能タイミング]
type = varset
trigger1 = movecontact
v = 12
value = 1

[State 350, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;============================================================================
;立ちB
;============================================================================
[Statedef 400]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 400
sprpriority = 1

[State 400, 1]
type = changeanim
trigger1 = time = 0
trigger1 = enemynear(0),movetype = H
trigger1 = enemynear(0),stateno != [120,155]
value = 410
persistent = 0

[State 400, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(5) = 0
value = S1,2
channel = 1
volume = var(21)

[State 400, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(15) = 0
value = S1,1
channel = 2
volume = var(21)

[State 400, playsnd]
type = varrandom
trigger1 = time = 0
v = 27
range = 3,5
ignorehitpause = 1

[State 400, PlaySnd]
type = PlaySnd
trigger1 = time = 0
trigger1 = random <= 399
trigger2 = AnimElemTime(8) = 0
trigger2 = random <= 399
value = S5,var(27)
channel = 0
volume = var(21)
ignorehitpause = 1

[State 400, 1]
type = null;ReversalDef
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(4) < 0
attr = S,NA
reversal.attr = SCA,AA,AP
pausetime = 15,15
sparkno = S6015
sparkxy = 0,-35
hitsound = S2,ifelse(random <= 499,2,3)

;衝撃波
[State -2, 1]
type = helper
trigger1 = time = 0
trigger1 = Numhelper(7002) = 0
helpertype = normal
name = "syougekiha5B"
ID = 7002
pos = 0,0
postype = p1
stateno = 7002
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 400, 1]
type = HitDef
trigger1 = animelemtime(6) >= 0
trigger1 = animelemtime(7) <= 2
trigger1 = animelemno(0) <= 8
attr = S,NA
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,Hit
damage = 40
getpower = ceil(fvar(5)*88)*ifelse(var(1)=11,0,1), 44*ifelse(var(1)=11,0,1)
givepower = ceil(fvar(5)*29), 15
pausetime = ceil(8*ifelse(var(25) = 0,1,1.5)), 8*ifelse(var(25) = 0,1,2)
guard.pausetime = 8, 8
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,2,3),5)
guardsound = S3, 7
ground.type = Low
air.type = Low
ground.hittime = 15 + ifelse(var(25) = 0,0,5)
ground.slidetime = 15 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,17,19)
guard.slidetime = ifelse(enemynear(0),statetype != A,17,19)
air.hittime = ceil(25*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.3
ground.velocity = -5.5, 0
guard.velocity = -5.5
air.velocity = -0.5, -3.6
airguard.velocity = -0.75, -1.8
ground.cornerpush.veloff = -5.5*1.3*var(24)*0.01
air.cornerpush.veloff = -0.5*1.3*var(24)*0.01
down.cornerpush.veloff = -5.5*1.3*var(24)*0.01
guard.cornerpush.veloff = -5.5*1.3*var(24)*0.01
airguard.cornerpush.veloff = -0.75*1.3*var(24)*0.01
air.juggle = 0
air.fall = 1
fall.recovertime = ceil(25*var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -5.5, 0
down.hittime = 15
down.bounce = 0
id = 400
hitonce = 0
kill = 1
numhits = 1
persistent = 0
p2facing = 1

[State 400, 2];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = animelemtime(6) >= 0
trigger1 = animelemtime(7) <= 2
anim = 6011+random%4
ID = 6011
pos = -5+random%5,-25+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 400, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
triggerall = moveguarded
trigger1 = animelemtime(6) >= 0
trigger1 = animelemtime(7) <= 2
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0


[State 400, 1]
type = HitDef
trigger1 = animelemtime(13) >= 0
trigger1 = animelemtime(14) <= 1
attr = S,NA
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,Hit
damage = 40
getpower = ceil(fvar(5)*88)*ifelse(var(1)=11,0,1), 44*ifelse(var(1)=11,0,1)
givepower = ceil(fvar(5)*29), 15
pausetime = 10, 10
guard.pausetime = 10, 10
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S0, ifelse(random <=499,2,3)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 15
ground.slidetime = 15
guard.hittime = ifelse(enemynear(0),statetype != A,17,19)
guard.slidetime = ifelse(enemynear(0),statetype != A,17,19)
air.hittime = ceil(25*var(26)*0.01)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.3
ground.velocity = -5.5, 0
guard.velocity = -5.5
air.velocity = -0.5, -4
airguard.velocity = -0.75, -2
ground.cornerpush.veloff = -5.5*1.3*var(24)*0.01
air.cornerpush.veloff = -0.5*1.3*var(24)*0.01
down.cornerpush.veloff = -5.5*1.3*var(24)*0.01
guard.cornerpush.veloff = -5.5*1.3*var(24)*0.01
airguard.cornerpush.veloff = -0.75*1.3*var(24)*0.01
air.juggle = 0
air.fall = 1
fall.recovertime = ceil(25*var(26)*0.01)
down.velocity = -5.5, 0
down.hittime = 15
down.bounce = 0
id = 401
hitonce = 0
kill = 1
numhits = 1
persistent = 0
p2facing = 1

[State 401, 2];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = animelemtime(13) >= 0
trigger1 = animelemtime(14) <= 1
anim = 6011+random%4
ID = 6011
pos = 0+random%5,-45+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 400, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
triggerall = moveguarded
trigger1 = animelemtime(13) >= 0
trigger1 = animelemtime(14) <= 1
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, HC可能タイミング]
type = varset
trigger1 = movecontact
v = 12
value = 1

[State 400, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;------------------------------------------------------------------------------------------
;立ちC
;------------------------------------------------------------------------------------------
[Statedef 500]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 500
sprpriority = 1

[State 500, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(18) = 0
value = S1,3
channel = 1
volume = var(21)

[State 500, playsnd]
type = varrandom
trigger1 = time = 0
v = 27
range = 6,8
ignorehitpause = 1

[State 500, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
trigger1 = random <= 599
value = S5,var(27)
channel = 0
volume = var(21)
ignorehitpause = 1


[State 500, 1]
type = null;ReversalDef
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(6) < 0
attr = S,NA
reversal.attr = SCA,AA,AP
pausetime = 15,15
sparkno = S6015
sparkxy = 0,-45
hitsound = S2,ifelse(random <= 499,2,3)

[State 500, 1];衝撃波1
type = helper
trigger1 = time = 0
trigger1 = numhelper(502) = 0
helpertype = normal
name = "syougeki1"
ID = 502
pos = 0, 0
postype = p1
stateno = 7003
keyctrl = 0
ownpal = 1
facing = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 500, 1];衝撃波2
type = helper
trigger1 = time = 0
trigger1 = numhelper(503) = 0
helpertype = normal
name = "syougeki2"
ID = 503
pos = 0, 0
postype = p1
stateno = 7003
keyctrl = 0
ownpal = 1
facing = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 500, 1]
type = veladd
trigger1 = animelem = 7
x = 1.5


[State 500, 4]
type = varset
trigger1 = time = 0
v = 20
value = 0
persistent = 0


[State 500, 4]
type = varadd
trigger1 = hitpausetime = 5
trigger1 = movecontact
v = 20
value = 1
ignorehitpause = 1

[State 500, 1]
type = HitDef
triggerall = animelemtime(7) >= 0
triggerall = animelemtime(12) <= 1
trigger1 = var(20) = 0
trigger2 = var(20) = 1
trigger3 = var(20) = 2
attr = S,NA
hitflag = MAF
guardflag = MA
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 2,Hit
damage = 36
getpower = ceil(fvar(5)*77)*ifelse(var(1)=11,0,1),38*ifelse(var(1)=11,0,1)
givepower = ceil(fvar(5)*26), 13
pausetime = ceil(6*ifelse(var(25) = 0,1,1.5)), 6*ifelse(var(25) = 0,1,2)
guard.pausetime = 6, 6
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,4,5),5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = ifelse(var(20) <= 1,10,20) + ifelse(var(25) = 0,0,5)
ground.slidetime = ifelse(var(20) <= 1,10,20) + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(var(20) <= 1,ifelse(enemynear(0),statetype != A,13,16),ifelse(enemynear(0),statetype != A,22,26))
guard.slidetime = ifelse(var(20) <= 1,ifelse(enemynear(0),statetype != A,13,16),ifelse(enemynear(0),statetype != A,22,26))
air.hittime = ceil(ifelse(var(20) <= 1,22,30)*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.3
ground.velocity = -10, 0
guard.velocity = -10
air.velocity = -4, -3.5
airguard.velocity = -6, -1.75
ground.cornerpush.veloff = -10*1.3*var(24)*0.01
air.cornerpush.veloff = -4*1.3*var(24)*0.01
down.cornerpush.veloff = -10*1.3*var(24)*0.01
guard.cornerpush.veloff = -10*1.3*var(24)*0.01
airguard.cornerpush.veloff = -1.75*1.3*var(24)*0.01
air.juggle = 0
air.fall = 1
fall.recovertime = ceil(ifelse(var(20) <= 1,22,30)*var(26)*0.01)
down.velocity = -8, 0
down.hittime = ifelse(var(20) <= 1,10,20) + ifelse(var(25) = 0,0,5)
down.bounce = 0
id = 500
hitonce = 0
kill = 1
numhits = 1
inguarddist = 250
p2facing = 1


[State 500, 2];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
triggerall = animelemtime(7) >= 0
triggerall = animelemtime(12) <= 1
trigger1 = hitpausetime = 5
anim = 6011+random%4
ID = 6021
pos = 0+random%5,-55+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 500, 1];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
triggerall = animelemtime(7) >= 0
triggerall = animelemtime(12) <= 1
trigger1 = hitpausetime = 5
helpertype = normal
name = "hitspark"
ID = 6021
pos = -5,-55
postype = p2
stateno = 6030
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 6
ignorehitpause=1

[State 500, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
triggerall = moveguarded
triggerall = animelemtime(7) >= 0
triggerall = animelemtime(12) <= 1
trigger1 = hitpausetime = 5
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State -2, 立C（乗算）]
type = varset
trigger1 = hitcount = 1
trigger1 = movehit
trigger1 = var(24) := var(24) + 8
trigger1 = var(26) := var(26) - 4
fv = 5
value = ifelse(fvar(4) = 0, ceil(fvar(5)*91)*0.01, ceil(fvar(5)*91)*0.01)
ignorehitpause = 1
persistent = 0

[State -2, 立C（乗算）]
type = varset
trigger1 = hitcount = 2
trigger1 = movehit
trigger1 = var(24) := var(24) + 8
trigger1 = var(26) := var(26) - 4
fv = 5
value = ifelse(fvar(4) = 0, ceil(fvar(5)*91)*0.01, ceil(fvar(5)*91)*0.01)
ignorehitpause = 1
persistent = 0

[State -2, 立C（乗算）]
type = varset
trigger1 = hitcount = 3
trigger1 = movehit
trigger1 = var(24) := var(24) + 8
trigger1 = var(26) := var(26) - 4
fv = 5
value = ifelse(fvar(4) = 0, ceil(fvar(5)*91)*0.01, ceil(fvar(5)*91)*0.01)
ignorehitpause = 1
persistent = 0

[State -2, HC可能タイミング]
type = varset
trigger1 = movecontact
v = 12
value = 1

[State 500, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;==========================================================================================
;立ちE
;==========================================================================================
[Statedef 600]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 600
sprpriority = 1

[State 600, 1]
type = varset
trigger1 = time = 0
v = 20
value = 0
persistent = 0


[State 600, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(9) = 0
value = S1,5
channel = 1
volume = var(21)

[State 600, playsnd]
type = varset
trigger1 = time = 0
v = 27
value = 0
ignorehitpause = 1

[State 600, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(9) = 0
value = S6,var(27)
channel = 0
volume = var(21)
ignorehitpause = 1



;衝撃波
[State 600, 1]
type = helper
trigger1 = time = 0
trigger1 = Numhelper(7002) = 0
helpertype = normal
name = "syougekiha5E"
ID = 7002
pos = 0,0
postype = p1
stateno = 7002
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 600, 3]
type = varadd
trigger1 = animelemtime(4) = 1
trigger1 = var(1) != 5
v = 20
value = 1

[State 600, 1];愛タメＥ飛び道具弾き返し判定
type = helper
trigger1 = animelemtime(4) = 1
trigger1 = Numhelper(10190) = 0
helpertype = normal
name = "love"
ID = 10190
pos = 0,0
postype = p1
stateno = 10190
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 600, 3];土タメE
type = varadd
trigger1 = animelemtime(4) = 1
trigger1 = var(1) = 5
trigger1 = Numhelper(11350) = 1
trigger1 = helper(11350),hitshakeover = 1
v = 20
value = 1

[State 600, 3]
type = changestate
trigger1 = animelemtime(4) = 1
trigger1 = var(1) != 3
trigger1 = var(20) >= 19;アルカナごとに変動予定
value = 620

[State 600, 1];時タメE
type = helper
trigger1 = animelemtime(4) = 1
trigger1 = var(1) = 3
trigger1 = var(20) >= 20
helpertype = normal
name = "inga"
ID = 10765
pos = 0,0
postype = p1
stateno = 10765
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 600, 3];時タメE
type = changeanim
trigger1 = animelemtime(4) = 1
trigger1 = var(1) = 3
trigger1 = var(20) >= 20
value = 600
elem = 16

[State 600, 1];土タメE
type = helper
trigger1 = animelemtime(4) = 0
trigger1 = var(1) = 5
helpertype = normal
name = "banjyaku"
ID = 11350
pos = 0,0
postype = p1
stateno = 150
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 600, 3]
type = LifeAdd
trigger1 = Numhelper(11350) = 1
trigger1 = helper(11350),Gethitvar(damage) != 0
value = helper(11350),gethitvar(damage)
persistent = 0

[State 600, 3];土タメE
type = changeanim
triggerall = animelemtime(4) = 1
triggerall = var(1) = 5
trigger1 = command = "hold_y"
trigger2 = Numhelper(11350) = 1
trigger2 = helper(11350),hitshakeover = 0
value = 600
elem = 4

[State 600, 3]
type = NotHitBy
trigger1 = var(1) = 5
trigger1 = animelemtime(4) = [0,1]
trigger1 = enemynear(0),statetype != C
value = ,AA,AP

[State 600, 3]
type = changeanim
trigger1 = command = "hold_y"
trigger1 = animelemtime(4) = 1
trigger1 = var(1) != 5
value = 600
elem = 4



[State 600, 2];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = animelemno(0) = [10,11]
anim = 6011+random%4
ID = 6011
pos = 0+random%5,-55+random%5
postype = p2
facing = 1
bindtime = 1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 600, 1];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = animelemno(0) = [10,11]
helpertype = normal
name = "hitspark"
ID = 6030
pos = 0,-55
postype = p2
stateno = 6030
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 0



[State 600, 1]
type = HitDef
trigger1 = animelemno(0) = 10
attr = S,NA
hitflag = MAF
guardflag = M
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 3,Hit
damage = 104
getpower = ceil(fvar(5)*235)*ifelse(var(1)=11,0,1),117*ifelse(var(1)=11,0,1)
givepower = ceil(fvar(5)*78), 39
pausetime = ceil(10*ifelse(var(25) = 0,1,1.5)), 10*ifelse(var(25) = 0,1,2)
guard.pausetime = 10, 10
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,6,5)
guardsound = S3, 7
ground.type = Low
air.type = Low
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,24,28)
guard.slidetime = ifelse(enemynear(0),statetype != A,24,28)
air.hittime = ceil(26*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0;0.3
ground.velocity = 0, 0;-4
guard.velocity = -8
air.velocity = 0, 0;-3.5
airguard.velocity = -4, -1.75
ground.cornerpush.veloff = -4*1.3*var(24)*0.01
air.cornerpush.veloff = -4*1.3*var(24)*0.01
down.cornerpush.veloff = -4*1.3*var(24)*0.01
guard.cornerpush.veloff = -8*1.3*var(24)*0.01
airguard.cornerpush.veloff = -4*1.3*var(24)*0.01
air.juggle = 0
fall = 1
fall.recovertime = ceil(26*var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -3, 0
down.hittime = 20
down.bounce = 0
id = 600
hitonce = 0
kill = 1
numhits = 1
persistent = 0
envshake.time = 10
envshake.ampl = 3
p2facing = 1

[State 600, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
triggerall = moveguarded
trigger1 = animelemno(0) = 10
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 600, 2]
type = targetvelset
triggerall = Numhelper(10740) = 0
trigger1 = NumTarget(600) >= 1
trigger1 = Target(600),ishelper = 0
trigger1 = movehit
x = -8
y = 0
ID = 600
persistent = 0

[State 600, 2]
type = targetstate
triggerall = Numhelper(10740) = 0
trigger1 = NumTarget(600) >= 1
trigger1 = Target(600),ishelper = 0
trigger1 = movehit
value = 610
ID = 600
persistent = 0

[State -2, HC可能タイミング]
type = varset
trigger1 = movecontact
v = 12
value = 1

[State 600, 1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1



;敵のステート
[Statedef 610]
type = A
movetype = H
physics = N
;velset = 0,0
anim = 5030
sprpriority = 1

[State 610, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 610, 2]
type = null;velset
trigger1 = 1
x = -8

[State 610, 3]
type = changeanim2
trigger1 = time = 0
value = 610
elem = 1
persistent = 0

[State 610, 4]
type = changestate
trigger1 = backedgebodydist < 1
value = 611
ctrl = 0

[Statedef 611]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = 1

[State 611,1]
type = EnvShake
trigger1 = time = 5
time = 10
ampl = -4
persistent = 0

[State 611, 1]
type = changeanim2
trigger1 = time = 0
value = 611
persistent = 0

[State 611, 1]
type = veladd
trigger1 = time = 15
x = 1
y = -6.25
persistent = 0

[State 611, 1]
type = changestate
trigger1 = time = 15
value = 612

[Statedef 612]
type = A
movetype = H
physics = N
sprpriority = 1

[State 612, 1]
type = veladd
trigger1 = 1
y = 0.38

[State 612, 1]
type = null;turn
trigger1 = time = 0
persistent = 0

[State 612, 1]
type = changeanim2
trigger1 = time = 0
value = 612
persistent = 0

[State 612, 2]
type = selfstate
trigger1 = time >= 10
trigger1 = pos y > 0
value = 5100
ctrl = 0


;-------------------------------
;溜めE
;-------------------------------
[Statedef 620]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 620
sprpriority = 1

[State -2, 1]
type = varset
trigger1 = time = 0
v = 20
value = 0
ignorehitpause = 1
persistent = 0

[State -2, 1]
type = varadd
trigger1 = 1
trigger1 = var(1) != 6
v = 20
value = 1
ignorehitpause = 1

[State -2, 1]
type = varadd
trigger1 = 1
trigger1 = var(1) = 6
trigger1 = var(20) < 15
v = 20
value = 1
ignorehitpause = 1


;魔方陣
[State -2, 1]
type = Explod
trigger1 = time = 0
anim = 640 + var(1)
ID = 640 + var(1)
pos = 0,-60
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = var(20)*0.033*0.7, var(20)*0.033*0.7
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 620, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1, 6
channel = 1
volume = var(21)

[State 620, playsnd]
type = varset
trigger1 = time = 0
v = 27
value = 1
ignorehitpause = 1

[State 620, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S6,var(27)
channel = 0
volume = var(21)
ignorehitpause = 1

;衝撃波
[State 620, 1]
type = helper
trigger1 = time = 0
trigger1 = Numhelper(7002) = 0
helpertype = normal
name = "syougekiha5E_tame"
ID = 7002
pos = 0,0
postype = p1
stateno = 7002
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 620, 2];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = animelemno(0) = 4
anim = 6011+random%4
ID = 6011
pos = 0+random%5,-55+random%5
postype = p2
facing = 1
bindtime = 1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 620, 1];ヒットスパーク（線）
type = helper
triggerall = movecontact
trigger1 = animelemno(0) = 4
helpertype = normal
name = "hitspark"
ID = 6030
pos = 0,-55
postype = p2
stateno = 6030
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 0


[State 620, 2];ヒットスパーク（火）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = animelemno(0) = 4
trigger1 = var(1) = 6
anim = 11616
ID = 11616
pos = 0,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.7, 0.7
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0


[State 620, 1]
type = HitDef
trigger1 = animelemno(0) = 4
trigger1 = var(1) != 6
attr = S,NA
hitflag = MAF
guardflag = M
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 3,Hit
damage = 112
getpower = ceil(fvar(5)*235)*ifelse(var(1)=11,0,1),117*ifelse(var(1)=11,0,1)
givepower = ceil(fvar(5)*78), 39
pausetime = ceil(20*ifelse(var(25) = 0,1,1.5)), 20*ifelse(var(25) = 0,1,2)
guard.pausetime = 20, 20
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,6,5)
guardsound = S3, 7
ground.type = Low
air.type = Low
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,26,31)
guard.slidetime = ifelse(enemynear(0),statetype != A,26,31)
air.hittime = ceil(26*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0;0.3
ground.velocity = 0, 0;-4
guard.velocity = -8
air.velocity = 0, 0;-3.5
airguard.velocity = -4, -1.75
ground.cornerpush.veloff = -4*1.3*var(24)*0.01
guard.cornerpush.veloff = -8*1.3*var(24)*0.01
air.cornerpush.veloff = -4*1.3*var(24)*0.01
airguard.cornerpush.veloff = -4*1.3*var(24)*0.01
down.cornerpush.veloff = -4*1.3*var(24)*0.01
air.juggle = 0
fall = 1
fall.recovertime = ceil(26*var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -4, 0
down.hittime = 20
down.bounce = 0
id = 620
hitonce = 0
kill = 1
numhits = 1
persistent = 0
envshake.time = 10
envshake.ampl = 3
p2facing = 1

[State 620, 1]
type = HitDef
trigger1 = animelemno(0) = 4
trigger1 = var(1) = 6
attr = S,NA
hitflag = MAF
;guardflag = M
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 3,Hit
damage = 112
getpower = ceil(fvar(5)*235)*ifelse(var(1)=11,0,1),117*ifelse(var(1)=11,0,1)
givepower = ceil(fvar(5)*78), 39
pausetime = ceil(20*ifelse(var(25) = 0,1,1.5)), 20*ifelse(var(25) = 0,1,2)
guard.pausetime = 20, 20
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,6,5)
guardsound = S3, 7
ground.type = Low
air.type = Low
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,26,31)
guard.slidetime = ifelse(enemynear(0),statetype != A,26,31)
air.hittime = ceil(26*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0;0.3
ground.velocity = 0, 0;-4
guard.velocity = -8
air.velocity = 0, 0;-3.5
airguard.velocity = -4, -1.75
ground.cornerpush.veloff = -4*1.3*var(24)*0.01
guard.cornerpush.veloff = -8*1.3*var(24)*0.01
air.cornerpush.veloff = -4*1.3*var(24)*0.01
airguard.cornerpush.veloff = -4*1.3*var(24)*0.01
down.cornerpush.veloff = -4*1.3*var(24)*0.01
air.juggle = 0
fall = 1
fall.recovertime = ceil(26*var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -4, 0
down.hittime = 20
down.bounce = 0
id = 620
hitonce = 0
kill = 1
numhits = 1
persistent = 0
envshake.time = 10
envshake.ampl = 3
palfx.time = 68
palfx.add = 64,-64,-64
p2facing = 1

[State 620, 2]
type = targetvelset
triggerall = Numhelper(10740) = 0
trigger1 = NumTarget(620) >= 1
trigger1 = Target(620),ishelper = 0
trigger1 = movehit
x = -8
y = 0
ID = 620
persistent = 0

[State 620, 2]
type = targetstate
triggerall = Numhelper(10740) = 0
trigger1 = NumTarget(620) >= 1
trigger1 = Target(620),ishelper = 0
trigger1 = movehit
value = 610
ID = 620
persistent = 0

[State 620, 2];ガークラスパーク
type = Explod
;triggerall = enemynear(0),stateno = [120,155]
triggerall = moveguarded
trigger1 = animelemno(0) = 4
anim = 6051
ID = 6051
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 620, 2]
type = targetstate
trigger1 = NumTarget(620) >= 1
trigger1 = Target(620),ishelper = 0
trigger1 = moveguarded
value = 630
ID = 620
persistent = 0

[State 620, 2]
type = targetvelset
trigger1 = NumTarget(620) >= 1
trigger1 = Target(620),ishelper = 0
trigger1 = moveguarded
x = -8
y = 0
ID = 620
persistent = 0

[State -2, HC可能タイミング]
type = varset
trigger1 = movecontact
v = 12
value = 1

[State 620, 5]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;敵のステート（ガークラ）
[Statedef 630]
type = A
movetype = H
physics = N
;velset = 0,0
anim = 5030
sprpriority = 1

[State 630, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 630, 2]
type = null;velset
trigger1 = 1
x = -8

[State 630, 3]
type = changeanim2
trigger1 = time = 0
value = 630
elem = 1
persistent = 0

[State 630, 4]
type = changestate
trigger1 = backedgebodydist < 1
value = 611
ctrl = 0

[State 630, 4]
type = selfstate
trigger1 = time >= 11
value = 5040








;=============================================================
;2A
;=============================================================
[Statedef 700]
type    = C
movetype= A
physics = C
juggle  = 1
ctrl = 0
anim = 700
sprpriority = 1

[State 700, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1,0
channel = 1
volume = var(21)

[State 700, playsnd]
type = varrandom
trigger1 = time = 0
v = 27
range = 0,2
ignorehitpause = 1

[State 700, PlaySnd]
type = PlaySnd
trigger1 = time = 0
trigger1 = random <= 599
value = S5,var(27)
channel = 0
volume = var(21)
ignorehitpause = 1

[State 700, 1]
type = HitDef
trigger1 = animelem = 4
attr = C,NA
hitflag = MAF
guardflag = LA
affectteam = E
animtype = Light
air.animtype = Light
fall.animtype = Light
priority = 1,Hit
damage = 20
getpower = ceil(fvar(5)*44)*ifelse(var(1)=11,0,1), 22*ifelse(var(1)=11,0,1)
givepower = ceil(fvar(5)*15), 7
pausetime = ceil(6*ifelse(var(25) = 0,1,1.5)), 6*ifelse(var(25) = 0,1,2)
guard.pausetime = 6, 6
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,0,1),5)
guardsound = S3, 7
ground.type = Low
air.type = Low
ground.hittime = 10 + ifelse(var(25) = 0,0,5)
ground.slidetime = 10 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,13,16)
guard.slidetime = ifelse(enemynear(0),statetype != A,13,16)
air.hittime = ceil(22*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.3
ground.velocity = -3, 0
guard.velocity = -3
air.velocity = -1, -4
airguard.velocity = -1.5, -2
ground.cornerpush.veloff = -3*1.3*var(24)*0.01
guard.cornerpush.veloff = -3*1.3*var(24)*0.01
air.cornerpush.veloff = -1*1.3*var(24)*0.01
airguard.cornerpush.veloff = -1.5*1.3*var(24)*0.01
down.cornerpush.veloff = -3*1.3*var(24)*0.01
air.juggle = 0
air.fall = 1
fall.recovertime = ceil(22*var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -3, 0
down.hittime = 10
down.bounce = 0
id = 700
hitonce = 0
kill = 1
numhits = 1
persistent = 0
p2facing = 1

[State 700, 2];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 6001+random%4
ID = 6001
pos = 0+random%5,-15+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 700, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, HC可能タイミング]
type = varset
trigger1 = movecontact
v = 12
value = 1

[State 700, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;============================================================================
;2B
;============================================================================
[Statedef 800]
type    = C
movetype= A
physics = C
juggle  = 1
ctrl = 0
anim = 800
sprpriority = 1

[State 800, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(12) = 0
value = S1,1
channel = 1
volume = var(21)

[State 800, playsnd]
type = varrandom
trigger1 = time = 0
v = 27
range = 3,5
ignorehitpause = 1

[State 800, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
trigger1 = random <= 499
value = S5,var(27)
channel = 0
volume = var(21)
ignorehitpause = 1

[State 800, 1]
type = null;ReversalDef
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(4) < 0
attr = S,NA
reversal.attr = SCA,AA,AP
pausetime = 15,15
sparkno = S6015
sparkxy = 0,-35
hitsound = S2,ifelse(random <= 499,2,3)

;衝撃波
[State -2, 1]
type = helper
trigger1 = time = 0
trigger1 = Numhelper(7002) = 0
helpertype = normal
name = "syougekiha2B"
ID = 7002
pos = 0,0
postype = p1
stateno = 7002
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 800, 1]
type = HitDef
trigger1 = animelemno(0) = 8
attr = C,NA
hitflag = MAF
guardflag = M
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,Hit
damage = 60
getpower = ceil(fvar(5)*88)*ifelse(var(1)=11,0,1), 44*ifelse(var(1)=11,0,1)
givepower = ceil(fvar(5)*29), 15
pausetime = ceil(8*ifelse(var(25) = 0,1,1.5)), 8*ifelse(var(25) = 0,1,2)
guard.pausetime = 8, 8
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,2,3),5)
guardsound = S3, 7
ground.type = High
air.type = Low
ground.hittime = 15 + ifelse(var(25) = 0,0,5)
ground.slidetime = 15 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,17,19)
guard.slidetime = ifelse(enemynear(0),statetype != A,17,19)
air.hittime = ceil(25*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.3
ground.velocity = -5.5, 0
guard.velocity = -5.5
air.velocity = -0.5, -4.4
airguard.velocity = -1, -2.25
ground.cornerpush.veloff = -5.5*1.3*var(24)*0.01
guard.cornerpush.veloff = -5.5*1.3*var(24)*0.01
air.cornerpush.veloff = -0.5*1.3*var(24)*0.01
airguard.cornerpush.veloff = -1*1.3*var(24)*0.01
down.cornerpush.veloff = -5.5*1.3*var(24)*0.01
air.juggle = 0
air.fall = 1
fall.recovertime = ceil(25*var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -3, 0
down.hittime = 15
down.bounce = 0
id = 800
hitonce = 0
kill = 1
numhits = 1
persistent = 0
p2facing = 1

[State 800, 2];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 6011+random%4
ID = 6011
pos = 0+random%5,-95+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 800, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, HC可能タイミング]
type = varset
trigger1 = movecontact
v = 12
value = 1

[State 800, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1



;------------------------------------------------------------------------------------------
;2C
;------------------------------------------------------------------------------------------
[Statedef 900]
type    = C
movetype= A
physics = C
juggle  = 1
ctrl = 0
anim = 900
sprpriority = 1

[State 900, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(24) = 0
value = S1,4
channel = 1
volume = var(21)

[State 900, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(27) = 0
trigger2 = animelemtime(33) = 4
value = S1,3
channel = 2
volume = var(21)

[State 900, playsnd]
type = varrandom
trigger1 = time = 0
trigger2 = animelemtime(23) = 0
v = 27
range = 6,8
ignorehitpause = 1

[State 900, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(13) = 0
trigger1 = random <= 849
trigger2 = AnimElemTime(24) = 0
value = S5,var(27)
channel = 0
volume = var(21)
ignorehitpause = 1


[State 900, 1]
type = null;ReversalDef
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(6) < 0
attr = S,NA
reversal.attr = SCA,AA,AP
pausetime = 15,15
sparkno = S6015
sparkxy = 0,-45
hitsound = S2,ifelse(random <= 499,2,3)

;衝撃波
[State -2, 1]
type = helper
trigger1 = time = 0
trigger1 = Numhelper(7002) = 0
helpertype = normal
name = "syougekiha2C"
ID = 7002
pos = 0,0
postype = p1
stateno = 7002
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0


[State 900, 1]
type = HitDef
trigger1 = animelem = 12
attr = C,NA
hitflag = MAF
guardflag = LA
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 2,Hit
damage = 80
getpower = ceil(fvar(5)*154)*ifelse(var(1)=11,0,1),77*ifelse(var(1)=11,0,1)
givepower = ceil(fvar(5)*51), 26
pausetime = ceil(12*ifelse(var(25) = 0,1,1.5)), 12*ifelse(var(25) = 0,1,2)
guard.pausetime = 12, 12
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,4,5),5)
guardsound = S3, 7
ground.type = Low
air.type = Low
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,22,26)
guard.slidetime = ifelse(enemynear(0),statetype != A,22,26)
air.hittime = ceil(56*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.3
ground.velocity = 0, -3
guard.velocity = -8
air.velocity = 0, -3
airguard.velocity = -4, -1.5
ground.cornerpush.veloff = -3*1.3*var(24)*0.01
guard.cornerpush.veloff = -8*1.3*var(24)*0.01
air.cornerpush.veloff = -3*1.3*var(24)*0.01
airguard.cornerpush.veloff = -8*1.3*var(24)*0.01
down.cornerpush.veloff = -3*1.3*var(24)*0.01
air.juggle = 0
fall = 1
fall.recovertime = ceil(56*var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -3, 0
down.hittime = 20
down.bounce = 0
id = 900
hitonce = 0
kill = 1
numhits = 1
persistent = 0
p2facing = 1

[State 900, 2];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = animelemtime(12) >= 0
trigger1 = animelemtime(12) <= 2
anim = 6011+random%4
ID = 6011
pos = 0+random%5,-25+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 900, 1];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = animelemtime(12) >= 0
trigger1 = animelemtime(12) <= 2
helpertype = normal
name = "hitspark"
ID = 6021
pos = 0,-25
postype = p2
stateno = 6030
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 0

[State 900, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
triggerall = moveguarded
trigger1 = animelemtime(12) >= 0
trigger1 = animelemtime(12) <= 2
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0


[State 900, 2]
type = StateTypeSet
trigger1 = animelem = 19
StateType = S
Physics = S

[State 900, 1]
type = HitDef
trigger1 = animelemtime(24) >= 0
trigger1 = animelemtime(28) <= 2
attr = S,NA
hitflag = MAF
guardflag = HA
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 2,Hit
damage = 60
getpower = ceil(fvar(5)*154)*ifelse(var(1)=11,0,1),77*ifelse(var(1)=11,0,1)
givepower = ceil(fvar(5)*51), 26
pausetime = ceil(10*ifelse(var(25) = 0,1,1.5)), 10*ifelse(var(25) = 0,1,2)
guard.pausetime = 10, 10
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,4,5),5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,22,26)
guard.slidetime = ifelse(enemynear(0),statetype != A,22,26)
air.hittime = ceil(56*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.48
ground.velocity = 0, -4
guard.velocity = -8
air.velocity = -0.5, 5
airguard.velocity = -4, -2.5
ground.cornerpush.veloff = -3*1.3*var(24)*0.01
guard.cornerpush.veloff = -8*1.3*var(24)*0.01
air.cornerpush.veloff = -3*1.3*var(24)*0.01
airguard.cornerpush.veloff = -8*1.3*var(24)*0.01
down.cornerpush.veloff = -3*1.3*var(24)*0.01
air.juggle = 0
fall = 1
fall.recovertime = ceil(56*var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -4, 0
down.hittime = 20
down.bounce = 0
id = 901
hitonce = 0
kill = 1
numhits = 1
persistent = 0
p2facing = 1

[State 900, 2];ヒットスパーク
type = Explod
triggerall = movehit
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(24) >= 0
trigger1 = animelemtime(28) <= 2
anim = 6011+random%4
ID = 6011
pos = 0+random%5,-70+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 900, 1];ヒットスパーク（線）
type = helper
triggerall = movehit
triggerall = enemynear(0),stateno != [120,155]
trigger1 = animelemtime(24) >= 0
trigger1 = animelemtime(28) <= 2
helpertype = normal
name = "hitspark"
ID = 6021
pos = 0,-70
postype = p2
stateno = 6030
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 6
ignorehitpause=1
persistent = 0

[State 900, 2];ガードスパーク
type = Explod
triggerall = moveguarded
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = animelemtime(24) >= 0
trigger1 = animelemtime(28) <= 2
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, HC可能タイミング]
type = varset
trigger1 = movecontact
v = 12
value = 1

[State 900, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1



;------------------------------------------------------------------------------------------
;2E
;------------------------------------------------------------------------------------------
[Statedef 1000]
type    = C
movetype= A
physics = C
juggle  = 1
ctrl = 0
anim = 1000
sprpriority = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = S1,5
channel = 1
volume = var(21)

[State 1000, playsnd]
type = varset
trigger1 = time = 0
v = 27
value = 2
ignorehitpause = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = S6,var(27)
channel = 0
volume = var(21)
ignorehitpause = 1


[State 1000, 1]
type = varset
trigger1 = time = 0
v = 20
value = 0
persistent = 0

[State 1000, 3]
type = varadd
trigger1 = animelemtime(1) = 1
trigger1 = var(1) != 5
v = 20
value = 1

[State 1000, 1];愛タメＥ飛び道具弾き返し判定
type = helper
trigger1 = animelemtime(1) = 1
trigger1 = Numhelper(10190) = 0
helpertype = normal
name = "love"
ID = 10190
pos = 0,0
postype = p1
stateno = 10190
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 1000, 3];土タメE
type = varadd
trigger1 = animelemtime(1) = 1
trigger1 = var(1) = 5
trigger1 = Numhelper(11351) = 1
trigger1 = helper(11351),hitshakeover = 1
v = 20
value = 1

[State 1000, 3]
type = changestate
trigger1 = animelemtime(1) = 1
trigger1 = var(1) != 3
trigger1 = var(20) >= 19;アルカナごとに変動予定
value = 1020

[State 1000, 1];時タメE
type = helper
trigger1 = animelemtime(1) = 1
trigger1 = var(1) = 3
trigger1 = var(20) >= 20
helpertype = normal
name = "inga"
ID = 10770
pos = 0,0
postype = p1
stateno = 10770
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 1000, 3];時タメE
type = changeanim
trigger1 = animelemtime(1) = 1
trigger1 = var(1) = 3
trigger1 = var(20) >= 20
value = 1000
elem = 9

[State 1000, 1];土タメE
type = helper
trigger1 = animelemtime(1) = 1
trigger1 = var(1) = 5
helpertype = normal
name = "banjyaku"
ID = 11351
pos = 0,0
postype = p1
stateno = 152
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 1000, 3]
type = LifeAdd
trigger1 = Numhelper(11351) = 1
trigger1 = helper(11351),Gethitvar(damage) != 0
value = helper(11351),gethitvar(damage)
persistent = 0

[State 1000, 3];土タメE
type = changeanim
triggerall = animelemtime(1) = 1
triggerall = var(1) = 5
trigger1 = command = "hold_y"
trigger2 = Numhelper(11351) = 1
trigger2 = helper(11351),hitshakeover = 0
value = 1000
elem = 1

[State 1000, 3]
type = NotHitBy
trigger1 = var(1) = 5
trigger1 = animelemtime(1) = [0,1]
trigger1 = enemynear(0),statetype = C
value = ,AA,AP

[State 1000, 3]
type = changeanim
trigger1 = command = "hold_y"
trigger1 = animelemtime(1) = 1
trigger1 = var(1) != 5
value = 1000
elem = 1

[State 1000, 2];ヒットスパーク
type = Explod
triggerall = movehit
trigger1 = animelemno(0) = 5
anim = 6011+random%4
ID = 6011
pos = 0+random%5,-25+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 1000, 1];ヒットスパーク（線）
type = helper
triggerall = movehit
trigger1 = animelemno(0) = 5
helpertype = normal
name = "hitspark"
ID = 6021
pos = 0,-25
postype = p2
stateno = 6030
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 0


[State 1000, 1]
type = HitDef
trigger1 = animelemno(0) = 5
attr = C,NA
hitflag = MAF
guardflag = M
affectteam = E
animtype = diagup
air.animtype = diagup
fall.animtype = diagup
priority = 3,Hit
damage = 104
getpower = ceil(fvar(5)*235)*ifelse(var(1)=11,0,1),117*ifelse(var(1)=11,0,1)
givepower = ceil(fvar(5)*78), 39
pausetime = ceil(12*ifelse(var(25) = 0,1,1.5)), 12*ifelse(var(25) = 0,1,2)
guard.pausetime = 12, 12
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,4,5),5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,24,28)
guard.slidetime = ifelse(enemynear(0),statetype != A,24,28)
air.hittime = ceil(66*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = -1, -13
guard.velocity = -3
air.velocity = -1, -13
airguard.velocity = -3, -2
ground.cornerpush.veloff = -3*1.3*var(24)*0.01
guard.cornerpush.veloff = -3*1.3*var(24)*0.01
air.cornerpush.veloff = -3*1.3*var(24)*0.01
airguard.cornerpush.veloff = -3*1.3*var(24)*0.01
down.cornerpush.veloff = -3*1.3*var(24)*0.01
air.juggle = 0
fall = 1
fall.recovertime = ceil(66*var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -4, 0
down.hittime = 20
down.bounce = 0
id = 1000
hitonce = 0
kill = 1
numhits = 1
persistent = 0
envshake.time = 10
envshake.ampl = 3
p2facing = 1

[State 1000, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, HC可能タイミング]
type = varset
trigger1 = movecontact
v = 12
value = 1

[State 1000, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;------------------------------
;溜め派生
;------------------------------
[Statedef 1020]
type    = C
movetype= A
physics = C
juggle  = 1
ctrl = 0
anim = 1020
sprpriority = 1

[State -2, 1]
type = varset
trigger1 = time = 0
v = 20
value = 0
ignorehitpause = 1
persistent = 0

[State -2, 1]
type = varadd
trigger1 = 1
trigger1 = var(1) != 6
v = 20
value = 1
ignorehitpause = 1

[State -2, 1]
type = varadd
trigger1 = 1
trigger1 = var(1) = 6
trigger1 = var(20) < 15
v = 20
value = 1
ignorehitpause = 1

;魔方陣
[State -2, 1]
type = Explod
trigger1 = time = 0
anim = 640 + var(1)
ID = 640 + var(1)
pos = 0,-60
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = var(20)*0.033*0.7, var(20)*0.033*0.7
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = S1,6
channel = 1
volume = var(21)

[State 1020, playsnd]
type = varset
trigger1 = time = 0
v = 27
value = 3
ignorehitpause = 1

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = S6,var(27)
channel = 0
volume = var(21)
ignorehitpause = 1

[State 1020, 2];ヒットスパーク
type = Explod
triggerall = movehit
trigger1 = animelemno(0) = 4
anim = 6011+random%4
ID = 6011
pos = 0+random%5,-25+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 1020, 1];ヒットスパーク（線）
type = helper
triggerall = movecontact
trigger1 = animelemno(0) = 4
helpertype = normal
name = "hitspark"
ID = 6021
pos = 0,-25
postype = p2
stateno = 6030
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 0

[State 1020, 2];ヒットスパーク（火）
type = Explod
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = animelemno(0) = 4
trigger1 = var(1) = 6
anim = 11616
ID = 11616
pos = 0,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.7, 0.7
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 1020, 1]
type = HitDef
trigger1 = animelemno(0) = 4
trigger1 = var(1) != 6
attr = C,NA
hitflag = MAF
guardflag = M
affectteam = E
animtype = diagup
air.animtype = diagup
fall.animtype = diagup
priority = 3,Hit
damage = 112
getpower = ceil(fvar(5)*235)*ifelse(var(1)=11,0,1),117*ifelse(var(1)=11,0,1)
givepower = ceil(fvar(5)*78), 39
pausetime = ceil(20*ifelse(var(25) = 0,1,1.5)), 20*ifelse(var(25) = 0,1,2)
guard.pausetime = 20, 20
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,4,5),5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,26,31)
guard.slidetime = ifelse(enemynear(0),statetype != A,26,31)
air.hittime = ceil(66*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = -1,-13
guard.velocity = -3
air.velocity = -1,-13
airguard.velocity = -3,-13
ground.cornerpush.veloff = -3*1.3*var(24)*0.01
guard.cornerpush.veloff = -3*1.3*var(24)*0.01
air.cornerpush.veloff = -3*1.3*var(24)*0.01
airguard.cornerpush.veloff = -3*1.3*var(24)*0.01
down.cornerpush.veloff = -3*1.3*var(24)*0.01
air.juggle = 0
fall = 1
fall.recovertime = ceil(66*var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -4, 0
down.hittime = 20
down.bounce = 0
id = 1020
hitonce = 0
kill = 1
numhits = 1
persistent = 0
envshake.time = 10
envshake.ampl = 3
p2facing = 1

[State 1020, 1]
type = HitDef
trigger1 = animelemno(0) = 4
trigger1 = var(1) = 6
attr = C,NA
hitflag = MAF
;guardflag = M
affectteam = E
animtype = diagup
air.animtype = diagup
fall.animtype = diagup
priority = 3,Hit
damage = 112
getpower = ceil(fvar(5)*235)*ifelse(var(1)=11,0,1),117*ifelse(var(1)=11,0,1)
givepower = ceil(fvar(5)*78), 39
pausetime = ceil(20*ifelse(var(25) = 0,1,1.5)), 20*ifelse(var(25) = 0,1,2)
guard.pausetime = 20, 20
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,4,5),5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,26,31)
guard.slidetime = ifelse(enemynear(0),statetype != A,26,31)
air.hittime = ceil(66*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = -1,-13
guard.velocity = -3
air.velocity = -1,-13
airguard.velocity = -3,-13
ground.cornerpush.veloff = -3*1.3*var(24)*0.01
guard.cornerpush.veloff = -3*1.3*var(24)*0.01
air.cornerpush.veloff = -3*1.3*var(24)*0.01
airguard.cornerpush.veloff = -3*1.3*var(24)*0.01
down.cornerpush.veloff = -3*1.3*var(24)*0.01
air.juggle = 0
fall = 1
fall.recovertime = ceil(66*var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -4, 0
down.hittime = 20
down.bounce = 0
id = 1020
hitonce = 0
kill = 1
numhits = 1
persistent = 0
envshake.time = 10
envshake.ampl = 3
palfx.time = 68
palfx.add = 64,-64,-64
p2facing = 1



[State 1020, 2];ガードスパーク
type = Explod
;triggerall = enemynear(0),stateno = [120,155]
trigger1 = moveguarded
anim = 6051
ID = 6051
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 1020, 2]
type = targetstate
trigger1 = NumTarget(1020) >= 1
trigger1 = Target(1020),ishelper = 0
trigger1 = moveguarded
value = 1030
ID = 1020
persistent = 0

[State -2, HC可能タイミング]
type = varset
trigger1 = movecontact
v = 12
value = 1

[State 1020, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;敵のステート（ガークラ）
[Statedef 1030]
type = A
movetype = H
physics = N
velset = 0,0
anim = 5030
sprpriority = 1

[State 1030, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 1030, 1]
type = velset
trigger1 = time = 0
x = -1
y = -13
persistent = 0

[State 1030, 1]
type = veladd
trigger1 = 1
y = 0.2

[State 1030, 3]
type = changeanim2
trigger1 = time = 0
value = 630
elem = 1
persistent = 0

[State 1030, 4]
type = selfstate
trigger1 = time >= 100
value = 5040
ctrl = 0

[State 1030, 4]
type = selfstate
trigger1 = pos y > 0
value = 5100
ctrl = 0


;==========================================================================
;JA
;==========================================================================
[Statedef 1100]
type    = A
movetype= A
physics = A
juggle  = 1
;velset = 0,0
ctrl = 0
anim = 1100
sprpriority = 1

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1,0
channel = 1
volume = var(21)

[State 1100, playsnd]
type = varrandom
trigger1 = time = 0
v = 27
range = 0,2
ignorehitpause = 1

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = time = 0
trigger1 = random <= 599
value = S5,var(27)
channel = 0
volume = var(21)
ignorehitpause = 1


[State 1100, 1]
type = HitDef
trigger1 = animelem = 4
attr = A,NA
hitflag = MAF
guardflag = HA
affectteam = E
animtype = Light
air.animtype = Light
fall.animtype = Light
priority = 1,Hit
damage = 28
getpower = ceil(fvar(5)*44)*ifelse(var(1)=11,0,1), 22*ifelse(var(1)=11,0,1)
givepower = ceil(fvar(5)*15), 7
pausetime = ceil(6*ifelse(var(25) = 0,1,1.5)), 6*ifelse(var(25) = 0,1,2)
guard.pausetime = 6, 6
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,0,1),5)
guardsound = S3, 7
ground.type = High
air.type = Low
ground.hittime = 10 + ifelse(var(25) = 0,0,5)
ground.slidetime = 10 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,13,16)
guard.slidetime = ifelse(enemynear(0),statetype != A,13,16)
air.hittime = ceil(22*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.3
ground.velocity = -3, 0
guard.velocity = -3
air.velocity = -1, -2
airguard.velocity = -1.5, -1
ground.cornerpush.veloff = -3*1.3*var(24)*0.01
guard.cornerpush.veloff = -3*1.3*var(24)*0.01
air.cornerpush.veloff = -3*1.3*var(24)*0.01
airguard.cornerpush.veloff = -3*1.3*var(24)*0.01
down.cornerpush.veloff = -3*1.3*var(24)*0.01
air.juggle = 0
air.fall = 1
fall.recovertime = ceil(22*var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -3, 0
down.hittime = 10
down.bounce = 0
id = 1100
hitonce = 0
kill = 1
numhits = 1
persistent = 0
p2facing = 1

[State 1100, 2];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 6001+random%4
ID = 6001
pos = 0+random%5,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 1100, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, HC可能タイミング]
type = varset
trigger1 = movecontact
v = 12
value = 1

[State 1100, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 51
ctrl = 1






;==========================================================================
;JB
;==========================================================================
[Statedef 1200]
type    = A
movetype= A
physics = A
juggle  = 1
;velset = 0,0
ctrl = 0
anim = 1200
sprpriority = 1

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(7) = 0
value = S1,2
channel = 1
volume = var(21)

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(12) = 0
value = S1,1
channel = 2
volume = var(21)

[State 1200, playsnd]
type = varrandom
trigger1 = time = 0
v = 27
range = 3,5
ignorehitpause = 1

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
trigger1 = random <= 599
value = S5,var(27)
channel = 0
volume = var(21)
ignorehitpause = 1

;衝撃波
[State -2, 1]
type = helper
trigger1 = time = 0
trigger1 = Numhelper(7002) = 0
helpertype = normal
name = "syougekihaJB"
ID = 7002
pos = 0,0
postype = p1
stateno = 7002
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0


[State -2, 1];めくり時ガー不現象解消用
type = helper
trigger1 = time = 0
trigger1 = Numhelper(7011) = 0
helpertype = normal
name = "JB_mekuri"
ID = 7011
pos = 0,-1*floor(pos y)
postype = p1
stateno = 7011
keyctrl = 0
ownpal = 0
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0


[State 1200, 1]
type = HitDef
trigger1 = animelem = 7
trigger2 = animelem = 9
trigger3 = animelem = 11
trigger4 = animelem = 13
attr = A,NA
hitflag = MAF
guardflag = HA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,Hit
damage = 64
getpower = ceil(fvar(5)*142)*ifelse(var(1)=11,0,1),71*ifelse(var(1)=11,0,1)
givepower = ceil(fvar(5)*47), 23
pausetime = ceil(8*ifelse(var(25) = 0,1,1.5)), 8*ifelse(var(25) = 0,1,2)
guard.pausetime = 8, 8
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,2,3),5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 15 + ifelse(var(25) = 0,0,5)
ground.slidetime = 15 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,17,19)
guard.slidetime = ifelse(enemynear(0),statetype != A,17,19)
air.hittime = ceil(25*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.3
ground.velocity = ifelse(p2dist x <= -1,4,-4), 0
guard.velocity = ifelse(p2dist x <= -1,4,-4)
air.velocity = -1, -4.5
airguard.velocity = -1.5, -2.25
ground.cornerpush.veloff = ifelse(p2dist x <= -1,4,-4)*1.3*var(24)*0.01
guard.cornerpush.veloff = ifelse(p2dist x <= -1,4,-4)*1.3*var(24)*0.01
air.cornerpush.veloff = -6*1.3*var(24)*0.01
airguard.cornerpush.veloff = -6*1.3*var(24)*0.01
down.cornerpush.veloff = -4*1.3*var(24)*0.01
air.juggle = 0
air.fall = 1
fall.recovertime = ceil(25*var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -4, 0
down.hittime = 15
down.bounce = 0
id = 1200
hitonce = 0
kill = 1
numhits = 1
persistent = 0
p2facing = 1

[State 1100, 2];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 6011+random%4
ID = 6011
pos = 0+random%5,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 1200, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, HC可能タイミング]
type = varset
trigger1 = movecontact
v = 12
value = 1

[State 1200, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 51
ctrl = 1



;==========================================================================
;J6B
;==========================================================================
[Statedef 1250]
type    = A
movetype= A
physics = A
juggle  = 1
;velset = 0,0
ctrl = 0
anim = 1250
sprpriority = 1

[State 1250, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = S1,2
channel = 1
volume = var(21)

[State 1250, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(10) = 0
value = S1,1
channel = 2
volume = var(21)

[State 1250, playsnd]
type = varrandom
trigger1 = time = 0
v = 27
range = 3,5
ignorehitpause = 1

[State 1250, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
trigger1 = random <= 599
value = S5,var(27)
channel = 0
volume = var(21)
ignorehitpause = 1


[State 1250, 1];衝撃波1
type = helper
trigger1 = time = 0
trigger1 = numhelper(1252) = 0
helpertype = normal
name = "syougeki1"
ID = 1252
pos = 0, 0
postype = p1
stateno = 7003
keyctrl = 0
ownpal = 1
facing = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 1250, 1];衝撃波2
type = helper
trigger1 = time = 0
trigger1 = numhelper(1253) = 0
helpertype = normal
name = "syougeki2"
ID = 1253
pos = 0, 0
postype = p1
stateno = 7003
keyctrl = 0
ownpal = 1
facing = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 1250, 1]
type = HitDef
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 9
trigger4 = animelem = 10
attr = A,NA
hitflag = MAF
guardflag = HA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,Hit
damage = 40
getpower = ceil(fvar(5)*91)*ifelse(var(1)=11,0,1),45*ifelse(var(1)=11,0,1)
givepower = ceil(fvar(5)*30), 15
pausetime = ceil(8*ifelse(var(25) = 0,1,1.5)), 8*ifelse(var(25) = 0,1,2)
guard.pausetime = 8, 8
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,2,3),5)
guardsound = S3, 7
ground.type = High
air.type = Low
ground.hittime = 15 + ifelse(var(25) = 0,0,5)
ground.slidetime = 15 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,17,19)
guard.slidetime = ifelse(enemynear(0),statetype != A,17,19)
air.hittime = ceil(25*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.3
ground.velocity = -4, 0
guard.velocity = -4
air.velocity = -1, -4.5
airguard.velocity = -1.5, -2.25
ground.cornerpush.veloff = -4*1.3*var(24)*0.01
guard.cornerpush.veloff = -4*1.3*var(24)*0.01
air.cornerpush.veloff = -6*1.3*var(24)*0.01
airguard.cornerpush.veloff = -6*1.3*var(24)*0.01
down.cornerpush.veloff = -4*1.3*var(24)*0.01
air.juggle = 0
air.fall = 1
fall.recovertime = ceil(25*var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -4, 0
down.hittime = 15
down.bounce = 0
id = 1250
hitonce = 0
kill = 1
numhits = 1
persistent = 0
p2facing = 1

[State 1250, 2];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 6011+random%4
ID = 6011
pos = -5+random%5,-75+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 1250, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, HC可能タイミング]
type = varset
trigger1 = movecontact
v = 12
value = 1

[State 1250, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 51
ctrl = 1







;==========================================================================
;JC
;==========================================================================
[Statedef 1300]
type    = A
movetype= A
physics = A
juggle  = 1
;velset = 0,0
ctrl = 0
anim = 1300
sprpriority = 1

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(8) = 0
value = S1,4
channel = 1
volume = var(21)

[State 1300, playsnd]
type = varrandom
trigger1 = time = 0
v = 27
range = 6,8
ignorehitpause = 1

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
trigger1 = random <= 499
value = S5,var(27)
channel = 0
volume = var(21)
ignorehitpause = 1

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(18) = 0
value = S1,3
channel = 2
volume = var(21)

;衝撃波
[State -2, 1]
type = helper
trigger1 = time = 0
trigger1 = Numhelper(7002) = 0
helpertype = normal
name = "syougekihaJC"
ID = 7002
pos = 0,0
postype = p1
stateno = 7002
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0


[State 1300, 1]
type = HitDef
trigger1 = animelem = 13
trigger2 = animelem = 14
trigger3 = animelem = 15
attr = A,NA
hitflag = MAF
guardflag = HA
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 2,Hit
damage = 84
getpower = ceil(fvar(5)*197)*ifelse(var(1)=11,0,1), 98*ifelse(var(1)=11,0,1)
givepower = ceil(fvar(5)*66), 33
pausetime = ceil(10*ifelse(var(25) = 0,1,1.5)), 10*ifelse(var(25) = 0,1,2)
guard.pausetime = 10, 10
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,4,5),5)
guardsound = S3, 7
ground.type = Low
air.type = Low
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,22,26)
guard.slidetime = ifelse(enemynear(0),statetype != A,22,26)
air.hittime = ceil(56*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.45
ground.velocity = -6, 0
guard.velocity = -6
air.velocity = -1, 12
airguard.velocity = -1.5, -4
ground.cornerpush.veloff = -6*1.3*var(24)*0.01
guard.cornerpush.veloff = -6*1.3*var(24)*0.01
air.cornerpush.veloff = -9*1.3*var(24)*0.01
airguard.cornerpush.veloff = -9*1.3*var(24)*0.01
down.cornerpush.veloff = -6*1.3*var(24)*0.01
air.juggle = 0
air.fall = 1
fall.recovertime = ceil(56*var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -6, 0
down.hittime = 20
down.bounce = 0
id = 1300
hitonce = 0
kill = 1
numhits = 1
persistent = 0
p2facing = 1

[State 1300, 2];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 6011+random%4
ID = 6011
pos = -5+random%5,-70+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 1300, 1];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
helpertype = normal
name = "hitspark"
ID = 6021
pos = 0,-55
postype = p2
stateno = 6030
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 6
ignorehitpause=1
persistent = 0

[State 1300, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, HC可能タイミング]
type = varset
trigger1 = movecontact
v = 12
value = 1

[State 1300, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 51
ctrl = 1





;==========================================================================
;JE
;==========================================================================
[Statedef 1400]
type    = A
movetype= A
physics = A
juggle  = 1
;velset = 0,0
ctrl = 0
anim = 1400
sprpriority = 1

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(5) = 0
value = S1,6
channel = 1
volume = var(21)

[State 1400, playsnd]
type = varset
trigger1 = time = 0
v = 27
value = 4
ignorehitpause = 1

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = S6,var(27)
channel = 0
volume = var(21)
ignorehitpause = 1


;衝撃波
[State -2, 1]
type = helper
trigger1 = time = 0
trigger1 = Numhelper(7002) = 0
helpertype = normal
name = "syougekihaJE"
ID = 7002
pos = 0,0
postype = p1
stateno = 7002
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0


[State 1400, 1]
type = HitDef
trigger1 = animelem = 8
attr = A,NA
hitflag = MAF
guardflag = HA
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 3,Hit
damage = 80
getpower = ceil(fvar(5)*195)*ifelse(var(1)=11,0,1), 97*ifelse(var(1)=11,0,1)
givepower = ceil(fvar(5)*65), 33
pausetime = ceil(10*ifelse(var(25) = 0,1,1.5)), 10*ifelse(var(25) = 0,1,2)
guard.pausetime = 10, 10
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,4,5),5)
guardsound = S3, 7
ground.type = Low
air.type = Low
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,24,28)
guard.slidetime = ifelse(enemynear(0),statetype != A,24,28)
air.hittime = ceil(56*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.48
ground.velocity = 0, 5
guard.velocity = -6
air.velocity = -1, 12
airguard.velocity = -1.5, -4
ground.cornerpush.veloff = -6*1.3*var(24)*0.01
guard.cornerpush.veloff = -6*1.3*var(24)*0.01
air.cornerpush.veloff = -1*1.3*var(24)*0.01
airguard.cornerpush.veloff = -1.5*1.3*var(24)*0.01
down.cornerpush.veloff = -6*1.3*var(24)*0.01
air.juggle = 0
fall = 1
fall.recovertime = ceil(56*var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -6, 0
down.hittime = 20
down.bounce = 0
id = 1400
hitonce = 0
kill = 1
numhits = 1
persistent = 0
p2facing = 1

[State 1400, 2];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 6011+random%4
ID = 6011
pos = -5+random%5,-70+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 1400, 1];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
helpertype = normal
name = "hitspark"
ID = 6021
pos = 0,-55
postype = p2
stateno = 6030
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 6
ignorehitpause=1
persistent = 0

[State 1400, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, HC可能タイミング]
type = varset
trigger1 = movecontact
v = 12
value = 1

[State 1400, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 51
ctrl = 1



;=============================================================
;地上投げ
;=============================================================
[Statedef 1500]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 1500
sprpriority = 1

[State 1500, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(5) = 1
value = S1,2
channel = 1
volume = var(21)

[State 1500, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(7) = 0
value = S6,6
channel = 0
volume = var(21)
ignorehitpause = 1

[State 1500, 1];N投げ
type = varset
trigger1 = time = 0
trigger1 = command != "hold6"
trigger1 = command != "hold4"
v = 20
value = 0

[State 1500, 1];レバー投げ
type = varset
trigger1 = time = 0
trigger1 = command = "hold6" || command ="hold4"
v = 20
value = 1

[State 1500, 1]
type = HitDef
triggerall = p2bodydist x < 5
trigger1 = var(20) = 0
trigger1 = time >= 5
trigger2 = var(20) = 1
trigger2 = time <= 4
attr = S,NT
hitflag = -M
;guardflag = -MA
affectteam = E
animtype = Light
air.animtype = Light
fall.animtype = Light
priority = 1,miss
damage = 0
getpower = 0, 0
givepower = 0, 0
pausetime = 10, 10
guard.pausetime = 10, 10
sparkno = -1
guard.sparkno = -1
;sparkxy = -10, -20
;hitsound = S0,0
;guardsound = S1, 2
ground.type = High
air.type = Low
ground.slidetime = 12
guard.slidetime = 12
ground.hittime = 12
guard.hittime = 12
air.hittime = 15
;guard.ctrltime = 0
yaccel = 0.3
ground.velocity = 0, 0
guard.velocity = 0
air.velocity = 0, 0
airguard.velocity = 0, 0
;airguard.ctrltime = 0
air.juggle = 1
sprpriority = 1
p1facing = 1
p2facing = 1
forcestand = 0
air.fall = 1
fall.recovertime = 15
;down.velocity = -3, 0
;down.hittime = 10
;down.bounce = 1
id = 1500
hitonce = 1
kill = 1
numhits = 1
persistent = 0


[State 1500, 2];ヒットスパーク
type = Explod
;triggerall = enemynear(0),stateno = [5000,5999]
trigger1 = movehit
anim = 6001+random%4
ID = 6001
pos = -5+random%5,-20+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 1500, 3]
type = targetstate
trigger1 = NumTarget(1500) >= 1
trigger1 = Target(1500),ishelper = 0
trigger1 = movehit
value = ifelse(var(20) = 0,1530,1560)
ID = 1500

[State 1500, 3]
type = targetbind
trigger1 = NumTarget(1500) >= 1
trigger1 = movehit
ID = 1500
pos = 80,0

[State 1500, 3]
type = changestate
trigger1 = movehit
value = ifelse(var(20) = 0,1520,1550)

[State 1500, 3]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;N投げ本体
[Statedef 1520]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 1520
sprpriority = 1

[State 1520, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 1520, 1]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 1520, playsnd]
type = varrandom
trigger1 = 1
v = 27
range = 6,8
ignorehitpause = 1

[State 1520, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
trigger2 = AnimElemTime(10) = 0
value = S5,var(27)
channel = 0
volume = var(21)
ignorehitpause = 1

[State 1520, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(19) = 0
value = S6,1
channel = 0
volume = var(21)
ignorehitpause = 1


;衝撃波
[State -2, 1]
type = helper
trigger1 = time = 0
trigger1 = Numhelper(7002) = 0
helpertype = normal
name = "syougekiha_nage"
ID = 7002
pos = 0,0
postype = p1
stateno = 7002
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

;一段目-----------------------
[State 1520, 1]
type = HitDef
trigger1 = animelemno(0) = 5
attr = S,NA
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,Hit
damage = 12
getpower = 20*ifelse(var(1)=11,0,1), 10*ifelse(var(1)=11,0,1)
givepower = 7, 3
pausetime = 6, 6
guard.pausetime = 6, 6
sparkno = -1
guard.sparkno = -1
;sparkxy = -5, -50
hitsound = S0, ifelse(random <=499,2,3)
guardsound = S3, 7
ground.type = High
air.type = Low
ground.slidetime = 40
guard.slidetime = 15
ground.hittime = 40
guard.hittime = 15
air.hittime = 40
;guard.ctrltime = 0
yaccel = 0.3
ground.velocity = -1, 0
guard.velocity = 0
air.velocity = -1, -4
airguard.velocity = 0, 0
;airguard.ctrltime = 0
air.juggle = 1
sprpriority = 1
p1facing = 1
p2facing = 1
forcestand = 0
air.fall = 1
fall.recover = 0
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
id = 1520
hitonce = 0
kill = 1
numhits = 1
persistent = 0

[State 1520, 2];ヒットスパーク
type = Explod
trigger1 = animelemno(0) = 5
trigger1 = movehit
anim = 6011+random%4
ID = 6011
pos = -5+random%5,-25+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 1520, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno = [120,155]
trigger1 = animelemno(0) = 5
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 1520, 3]
type = targetstate
trigger1 = NumTarget(1520) >= 1
trigger1 = Target(1520),ishelper = 0
trigger1 = movehit
value = 1530
ID = 1520
persistent = 0


[State 1521, 1]
type = HitDef
trigger1 = animelemno(0) = 10
attr = C,NA
hitflag = MAF
guardflag = MA
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 5,Hit
damage = 24
getpower = 20*ifelse(var(1)=11,0,1),10*ifelse(var(1)=11,0,1)
givepower = 7, 3
pausetime = 12, 12
guard.pausetime = 12, 12
sparkno = -1
guard.sparkno = -1
;sparkxy = -5, -60
hitsound = S0 ,ifelse(random <=499,4,5)
guardsound = S3, 7
ground.type = low
air.type = low
ground.slidetime = 40
guard.slidetime = 18
ground.hittime = 40
guard.hittime = 18
air.hittime = 40
;guard.ctrltime = 0
yaccel = 0.3
ground.velocity = 0, -4
guard.velocity = 0
air.velocity = 0, -4
;airguard.velocity = -3, -6
;airguard.ctrltime = 11
air.juggle = 1
sprpriority = 1
p1facing = 1
p2facing = 1
forcestand = 0
fall = 1
fall.recover = 0
;down.velocity = -8, 0
;down.hittime = 10
;down.bounce = 0
;envshake.time = 10
;envshake.ampl = 3
id = 1521
hitonce = 0
kill = 1
numhits = 1
persistent = 0

[State 1521, 2];ヒットスパーク
type = Explod
trigger1 = animelemno(0) = 10
trigger1 = movehit
anim = 6011+random%4
ID = 6011
pos = 0+random%5,-25+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 1521, 1];ヒットスパーク（線）
type = helper
trigger1 = animelemno(0) = 10
trigger1 = movehit
helpertype = normal
name = "hitspark"
ID = 6021
pos = 0,-25
postype = p2
stateno = 6030
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 6
ignorehitpause=1
persistent = 0

[State 1521, 2];ガードスパーク
type = Explod
trigger1 = animelemno(0) = 10
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 1521, 3]
type = targetstate
trigger1 = NumTarget(1521) >= 1
trigger1 = Target(1521),ishelper = 0
trigger1 = movehit
value = 1530
ID = 1521
persistent = 0


[State 1522, 1]
type = HitDef
trigger1 = animelemno(0) = 19
attr = C,NA
hitflag = MAF
guardflag = M
affectteam = E
animtype = diagup
air.animtype = diagup
fall.animtype = diagup
priority = 5,Hit
damage = 60
getpower = 80*ifelse(var(1)=11,0,1),40*ifelse(var(1)=11,0,1)
givepower = 27, 13
pausetime = 24, 24
guard.pausetime = 24, 24
sparkno = -1
guard.sparkno = -1
;sparkxy = -5, -60
hitsound = S0 ,6
guardsound = S3, 7
ground.type = high
air.type = high
ground.slidetime = 100
guard.slidetime = 18
ground.hittime = 100
guard.hittime = 18
air.hittime = 100
;guard.ctrltime = 0
yaccel = 0.2
ground.velocity = -1, -13
guard.velocity = -1
air.velocity = -1, -13
airguard.velocity = -1, -2
;airguard.ctrltime = 11
air.juggle = 1
sprpriority = 1
p1facing = 1
p2facing = 1
forcestand = 0
fall = 1
fall.recovertime = 100
;down.velocity = -8, 0
;down.hittime = 10
;down.bounce = 0
envshake.time = 10
envshake.ampl = 3
id = 1522
hitonce = 0
kill = 1
numhits = 1
persistent = 0

[State 1522, 2];ヒットスパーク
type = Explod
triggerall = movehit
trigger1 = animelemno(0) = 19
anim = 6011+random%4
ID = 6011
pos = 0+random%5,-45+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 1522, 1];ヒットスパーク（線）
type = helper
triggerall = movehit
trigger1 = animelemno(0) = 19
helpertype = normal
name = "hitspark"
ID = 6021
pos = 0,-45
postype = p2
stateno = 6030
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 0


[State 1522, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno = [120,155]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 地上Ｎ投げ（乗算）]
type = varset
trigger1 = animelemno(0) = 19
trigger1 = movehit
trigger1 = var(26) := var(26) - 20
trigger1 = var(24) := var(24) + 40
fv = 5
value = ifelse(fvar(5) = 1, ceil(fvar(5)*50)*0.01, ceil(fvar(5)*50)*0.01)
ignorehitpause = 1
persistent = 0


[State -2, HC可能タイミング]
type = varset
trigger1 = animelemno(0) = 19
trigger1 = movecontact
v = 12
value = 1

[State 1520, 1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1



;N投げ敵
[Statedef 1530]
movetype= H
ctrl = 0
sprpriority = 1

[State 1530, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 1530, 1]
type = selfstate
trigger1 = time >= 60
value = 5100
ctrl = 0





;レバー投げ本体
[Statedef 1550]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 1550
sprpriority = 1

[State 1550, 1]
type = PowerAdd
trigger1 = time = 0
value = 232
persistent = 0

[State 1550, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = S5,6
channel = 0
volume = var(21)
ignorehitpause = 1

[State 1550, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 1550, 1]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 1550, 1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;レバー投げ敵
[Statedef 1560]
type = A
movetype= H
physics = N
ctrl = 0
velset = 0,0
sprpriority = 1

[State 1560, 1]
type = changeanim2
trigger1 = time = 0
value = 1560
persistent = 0

[State 1560, 1]
type = PowerAdd
trigger1 = time = 0
value = 100
persistent = 0

[State 1560, 1]
type = LifeAdd
trigger1 = time = 0
value = -100
kill = 1
absolute = 1

[State 1560, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 1560, 1]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 1560, 1]
type = veladd
trigger1 = time = 0
x = 5
y = -16.5
persistent = 0

[State 1560, 1]
type = veladd
trigger1 = 1
y = 0.68

[State 1560, 1]
type = selfstate
trigger1 = time >= 10
trigger1 = pos y >= 0
value = 5100
ctrl = 0





;==========================================================================
;空中投げ
;==========================================================================
[Statedef 1600]
type    = A
movetype= A
physics = A
;velset = 0,0
ctrl = 0
anim = 1600
sprpriority = 1

[State 1600, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(4) = 1
value = S1,2
channel = 1
volume = var(21)

[State 1600, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(6) = 0
value = S6,6
channel = 0
volume = var(21)
ignorehitpause = 1

[State 1600, 1]
type = HitDef
triggerall = p2bodydist x < 5
;triggerall = p2dist y = [-20,20]
trigger1 = animelemno(0) = 3
attr = A,NT
hitflag = -A
;guardflag = A
affectteam = E
animtype = Light
air.animtype = Light
fall.animtype = Light
priority = 1,Hit
damage = 0
getpower = 0, 0
givepower = 0, 0
pausetime = 4, 4
guard.pausetime = 4, 4
sparkno = -1
guard.sparkno = -1
;sparkxy = 0, -45
;hitsound = S0 ,1
;guardsound = S1, 2
ground.type = high
air.type = Low
ground.slidetime = 12
guard.slidetime = 12
ground.hittime = 12
guard.hittime = 12
air.hittime = 17
airguard.hittime = 13
;guard.ctrltime = 0
;airguard.ctrltime = 0
;yaccel = 0
ground.velocity = 0, 0
guard.velocity = 0
air.velocity = 0, 0
airguard.velocity = 0, 0
air.juggle = 1
sprpriority = 1
p1facing = 1
p2facing = 1
forcestand = 0
air.fall = 1
fall.recover = 0
id = 1600
hitonce = 1
kill = 1
numhits = 1
persistent = 0


[State 1600, 2];ヒットスパーク
type = Explod
trigger1 = movehit
anim = 6001+random%4
ID = 6001
pos = 0+random%5,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 1600, 3]
type = targetstate
trigger1 = NumTarget(1600) >= 1
trigger1 = Target(1600),ishelper = 0
trigger1 = movehit
value = 1630
ID = 1600

[State 1600, 3]
type = targetbind
trigger1 = NumTarget(1600) >= 1
trigger1 = Target(1600),ishelper = 0
trigger1 = movehit
ID = 1600
pos = 80,0
persistent = 0

[State 1600, 3]
type = changestate
trigger1 = movehit
value = 1620

[State 1600, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 51
ctrl = 1





;空投げ本体
[Statedef 1620]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 1620
sprpriority = 1

[State 1620, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 1620, 1]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 1620, playsnd]
type = varrandom
trigger1 = 1
v = 27
range = 3,5
ignorehitpause = 1

[State 1620, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(9) = 0
value = S5,var(27)
channel = 0
volume = var(21)
ignorehitpause = 1


[State 1620, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(19) = 0
value = S1,6
channel = 1
volume = var(21)

[State 1620, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(19) = 0
value = S6,4
channel = 0
volume = var(21)
ignorehitpause = 1


;衝撃波
[State -2, 1]
type = helper
trigger1 = time = 0
trigger1 = Numhelper(7002) = 0
helpertype = normal
name = "syougekiha_soranage"
ID = 7002
pos = 0,0
postype = p1
stateno = 7002
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

;一段目-----------------------
[State 1620, 1]
type = HitDef
trigger1 = animelemno(0) = 9
attr = S,NA
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 6,Hit
damage = 12
getpower = 30*ifelse(var(1)=11,0,1), 15*ifelse(var(1)=11,0,1)
givepower = 10, 5
pausetime = 6, 6
guard.pausetime = 6, 6
sparkno = -1
guard.sparkno = -1
;sparkxy = -5, -50
hitsound = S0, ifelse(random <=499,2,3)
guardsound = S3, 7
ground.type = High
air.type = Low
ground.slidetime = 40
guard.slidetime = 15
ground.hittime = 40
guard.hittime = 15
air.hittime = 40
;guard.ctrltime = 0
;yaccel = 0.3
ground.velocity = -1, 0
guard.velocity = 0
air.velocity = 0, 0
airguard.velocity = 0, 0
;airguard.ctrltime = 0
air.juggle = 1
sprpriority = 1
p1facing = 1
p2facing = 1
forcestand = 0
air.fall = 1
fall.recover = 0
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
id = 1620
hitonce = 0
kill = 1
numhits = 1
persistent = 0

[State 1620, 2];ヒットスパーク
type = Explod
trigger1 = animelemno(0) = 9
trigger1 = movehit
anim = 6011+random%4
ID = 6011
pos = -5+random%5,-55+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 1620, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno = [120,155]
trigger1 = animelemno(0) = 9
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 1620, 3]
type = targetstate
trigger1 = NumTarget(1620) >= 1
trigger1 = Target(1620),ishelper = 0
trigger1 = movehit
value = 1630
ID = 1620
persistent = 0

[State 1620, 3]
type = targetvelset
trigger1 = NumTarget(1620) >= 1
trigger1 = movehit
x = -0.3
y = -0.3
ID = 1620
persistent = 0

;二段目------------------------
[State 1621, 1]
type = HitDef
trigger1 = animelemno(0) = 22
attr = A,NA
hitflag = MAF
guardflag = HA
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 6,Hit
damage = 72
getpower = 120*ifelse(var(1)=11,0,1), 60*ifelse(var(1)=11,0,1)
givepower = 40, 20
pausetime = 26, 26
guard.pausetime = 26, 26
sparkno = -1
guard.sparkno = -1
;sparkxy = -5, -40
hitsound = S0 ,ifelse(random <=499,4,5)
guardsound = S3, 7
ground.type = high
air.type = Low
ground.slidetime = 12
guard.slidetime = 18
ground.hittime = 12
guard.hittime = 18
air.hittime = 21
airguard.hittime = 17
;guard.ctrltime = 0
;airguard.ctrltime = 0
;yaccel = 0
ground.velocity = 0, 0
guard.velocity = 0
air.velocity = 0, 0
airguard.velocity = -1, -4
air.juggle = 1
sprpriority = 1
p1facing = 1
p2facing = 1
forcestand = 0
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3
id = 1621
hitonce = 1
kill = 1
numhits = 1
persistent = 0

[State 1621, 2];ヒットスパーク
type = Explod
trigger1 = animelemno(0) = 22
trigger1 = movehit
anim = 6011+random%4
ID = 6011
pos = -5+random%5,-70+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 1621, 1];ヒットスパーク（線）
type = helper
trigger1 = animelemno(0) = 22
trigger1 = movehit
helpertype = normal
name = "hitspark"
ID = 6021
pos = 0,-55
postype = p2
stateno = 6030
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 6
ignorehitpause=1
persistent = 0

[State 1621, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno = [120,155]
trigger1 = animelemno(0) = 22
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 1621, 3]
type = targetstate
trigger1 = NumTarget(1621) >= 1
trigger1 = Target(1621),ishelper = 0
trigger1 = movehit
value = 1630
ID = 1621
persistent = 0

[State 1621, 3]
type = targetvelset
trigger1 = NumTarget(1621) >= 1
trigger1 = Target(1621),ishelper = 0
trigger1 = movehit
x = -1
y = 13
ID = 1621
persistent = 0

[State -2, 空中投げ（乗算）]
type = varset
trigger1 = animelemno(0) = 22
trigger1 = movehit
trigger1 = var(26) := var(26) - 20
trigger1 = var(24) := var(24) + 40
fv = 5
value = ifelse(fvar(5) = 1, ceil(fvar(5)*50)*0.01, ceil(fvar(5)*50)*0.01)
ignorehitpause = 1
persistent = 0

[State -2, HC可能タイミング]
type = varset
trigger1 = animelemno(0) = 22
trigger1 = NumTarget(1621) >= 1
trigger1 = movecontact
v = 12
value = 1

[State 1620, 5]
type = changestate
trigger1 = animtime = 0
value = 51
ctrl = 1



;空投げ敵
[Statedef 1630]
type = A
movetype= H
physics = N
ctrl = 0
sprpriority = 1

[State 1630, 1]
type = changeanim2
trigger1 = time = 0
value = 1630
persistent = 0

[State 1630, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 1630, 1]
type = changestate
trigger1 = pos y >= 0
value = 1631

[State 1630, 2]
type = posset
trigger1 = time >= 100
y = 0
[State 1630, 2]
type = velset
trigger1 = time >= 100
x = 0
y = 0
[State 1630, 2]
type = selfstate
trigger1 = time >= 100
value = 5100
ctrl = 0


[Statedef 1631]
type = A
movetype= H
ctrl = 0
sprpriority = 1
anim = 5100

[State 1631, 1]
type = PosFreeze
trigger1 = anim = 5100
value = 1

[State 1631, 2]
type = EnvShake
trigger1 = time = 0
time = 10
ampl = 4
persistent = 0

[State 1631, 3]
type = changeanim2
trigger1 = time >= 10
value = 1630
persistent = 0

[State 1631, 3]
type = velset
trigger1 = anim = 1630
x = -0.5
y = -6.5
persistent = 0

[State 1631, 3]
type = veladd
trigger1 = anim = 1630
y = 0.3

[State 1631, 4]
type = selfstate
trigger1 = time >= 30
value = 5040






;=============================================================
;3A/3B/3C
;=============================================================
[Statedef 1700]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 1700
sprpriority = 1

[State 1700, 1]
type = varset
trigger1 = time = 0
trigger1 = command = "hold_a"
v = 20
value = 1
persistent = 0

[State 1700, 1]
type = varset
trigger1 = time = 0
trigger1 = command = "hold_b"
v = 20
value = 2
persistent = 0

[State 1700, 1]
type = varset
trigger1 = time = 0
trigger1 = command = "hold_c"
v = 20
value = 3
persistent = 0

[State 1700, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = S6,5
channel = 0
volume = var(21)
ignorehitpause = 1

[State 1700, 2]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1






;==========================================================================================
;******************************************************************************************
;ホーミング等のシステム動作
;******************************************************************************************
;==========================================================================================

;==========================================================================================
;Nホーミング
;==========================================================================================
[Statedef 2000]
type = A
movetype = I
physics = N
velset = 0,0
anim = 2000
ctrl = 0

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S4,2
channel = 2
volume = var(21)
persistent = 0

[State 2000, 1]
type = turn
trigger1 = p2dist x < 0

[State 2000, 1]
type = veladd
trigger1 = time = 0
;trigger1 = prevstateno = [0,106]
x = -0.25
y = -0.1
persistent = 0

[State 2000, 1]
type = PalFX
trigger1 = prevstateno = [300,1400]
trigger1 = AnimElemTime(1) = 0
trigger2 = var(12) = 1
trigger2 = AnimElemTime(1) = 0
time = 13
sinadd = 128,128,128,26
;ignorehitpause = 1

[State 2000, 2]
type = changestate
trigger1 = animtime = 0
value = 2010
ctrl = 0

[Statedef 2010]
type = A
movetype = I
physics = N
velset = 0,0
ctrl = 0

[State 2010, 1]
type = varset
trigger1 = time = 0
v = 13
value = 1

[State 2010, 1]
type = helper
trigger1 = time = 1
trigger1 = Numhelper(2012) = 0
helpertype = normal
name = "NHeffect"
ID = 2012
pos = 0,-25;-53
postype = p1
stateno = 2012
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 2010, 1]
type = helper
trigger1 = time = 1
trigger1 = var(1) = 6 && var(29) = 1
trigger1 = Numhelper(11670) = 0
helpertype = normal
name = "choukan"
ID = 11670
pos = 0,0
postype = p1
stateno = 11670
keyctrl = 0
ownpal = 0
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 2010, 2]
type = palfx
trigger1 = var(1) = 6 && var(29) = 1
time = 1
add = 64,-64,-64


[State 2010, 1]
type = posset
trigger1 = time = 0
trigger1 = pos y >= 0
y = -1
persistent = 0

[State 2010, 1]
type = turn
trigger1 = p2dist x < -80

[State 2010, 2]
type = changeanim
trigger1 = anim != 2001
trigger1 = vel y <= -10
trigger1 = vel x < 10
value = 2001

[State 2010, 2]
type = changeanim
trigger1 = anim != 2002
trigger1 = vel y > -10
trigger1 = vel y < 0
trigger1 = vel x >= 10
value = 2002

[State 2010, 2]
type = changeanim
trigger1 = anim != 2003
trigger1 = vel y < 10
trigger1 = vel y > 0
trigger1 = vel x >= 10
value = 2003

[State 2010, 2]
type = changeanim
trigger1 = anim != 2004
trigger1 = vel y >= 10
trigger1 = vel x < 10
value = 2004


;ifelse(p2dist x > abs(p2dist y + const(size.head.pos.y)) ,
;vel x = 10
;vel y = (p2dist y + const(size.head.pos.y)) / (p2dist x  / 10)

[State 2010, 3];式短縮用
type = varset
trigger1 = 1
fv = 0
value = abs(p2dist y + enemynear(0),const(size.mid.pos.y)*0.5)

[State 2010, 3];ゼロ除算対策
type = varset
trigger1 = fvar(0) = 0
fv = 0
value = 1

[State 2010, 3];速度
type = velset
trigger1 = 1;p2dist x > 0
x = ifelse(p2dist x > fvar(0), 10, (p2dist x / fvar(0))*10 + var(10))
y = ifelse(p2dist x > fvar(0), (fvar(0) / ifelse(p2dist x = 0,1,p2dist x))*10*ifelse(p2dist y + enemynear(0),const(size.mid.pos.y)*0.5>0,1,-1) + var(10), 10*ifelse(p2dist y + enemynear(0),const(size.mid.pos.y)*0.5>0,1,-1))

[State 2010, 3];軌道変化可能時間設定
type = varadd
triggerall = var(11) >= 0
trigger1 = command = "hold1"
trigger2 = command = "hold2"
trigger3 = command = "hold3"
trigger4 = command = "hold4"
trigger5 = command = "hold6"
trigger6 = command = "hold7"
trigger7 = command = "hold8"
trigger8 = command = "hold9"
v = 11
value = 1

[State 2010, 3]
type = varset
trigger1 = var(11) >= 20
trigger2 = var(11) >= 1
trigger2 = command != "hold1" && command != "hold2" && command != "hold3" && command != "hold4" && command != "hold6" && command != "hold7" && command != "hold8" && command != "hold9"
trigger3 = command != "hold_x"
trigger4 = pos y >= 0
trigger5 = p2bodydist x = [-3,3]
trigger5 = fvar(0) = [0,30]
trigger5 = p2dist y >= 0 - enemynear(0),const(size.mid.pos.y)*0.5
trigger6 = p2bodydist x = [-3,3]
trigger6 = fvar(0) = [0,10]
trigger6 = p2dist y < 0 - enemynear(0),const(size.mid.pos.y)*0.5
v = 11
value = -1

[State 2010, 3];y速度変更用
type = varset
trigger1 = var(11) = [1,20]
trigger1 = command = "holdup" || command = "holddown"
trigger1 = vel x >= 10
v = 10
value = ifelse(command = "holdup",-4,4) + ceil(ifelse(command = "holdup",-4,4)*var(11)*0.1)

[State 2010, 3];x速度変更用
type = varset
trigger1 = var(11) = [1,20]
trigger1 = command = "holdfwd" || command = "holdback"
trigger1 = vel y >= 10 || vel y <= -10
v = 10
value = ifelse(command = "holdfwd",4,-4) + ceil(ifelse(command = "holdfwd",4,-4)*var(11)*0.1)

[State 2010, 3]
type = varset
trigger1 = var(11) != [1,20]
v = 10
value = 0




[State 2010, 1];減速
type = velset
trigger1 = command != "hold_x"
trigger2 = pos y >= 0
trigger3 = p2bodydist x = [-3,3]
trigger3 = fvar(0) = [0,30]
trigger3 = p2dist y >= 0 - enemynear(0),const(size.mid.pos.y)*0.5
trigger4 = p2bodydist x = [-3,3]
trigger4 = fvar(0) = [0,10]
trigger4 = p2dist y < 0 - enemynear(0),const(size.mid.pos.y)*0.5
x = vel x * 0.3
y = vel y * ifelse(vel y > 0,0.3,1)

[State 2010, 1]
type = changestate
trigger1 = command != "hold_x"
trigger2 = pos y >= 0
trigger3 = p2bodydist x = [-3,3]
trigger3 = fvar(0) = [0,30]
trigger3 = p2dist y >= 0 - enemynear(0),const(size.mid.pos.y)*0.5
trigger4 = p2bodydist x = [-3,3]
trigger4 = fvar(0) = [0,10]
trigger4 = p2dist y < 0 - enemynear(0),const(size.mid.pos.y)*0.5
value = 51
ctrl = 1





;エフェクト
[Statedef 2012]
type = A
movetype = I
physics = N
velset = 0,0
anim = 2012
sprpriority = 2

[State 2012, 1]
type = Trans
trigger1 = 1
trans = add

[State 2012, 1]
type = varset
trigger1 = parent,anim = 2001
v = 0
value = 45

[State 2012, 1]
type = varset
trigger1 = parent,anim = 2002
v = 0
value = 0

[State 2012, 1]
type = varset
trigger1 = parent,anim = 2003
v = 0
value = -20

[State 2012, 1]
type = varset
trigger1 = parent,anim = 2004
v = 0
value = -55

[State 2012, 1]
type = angledraw
trigger1 = 1
value = var(0)

[State 2012, 2]
type = destroyself
trigger1 = animtime = 0


;==========================================================================================
;レバー入れホーミング
;==========================================================================================
[Statedef 2100]
type = A
movetype = I
physics = N
velset = 0,0
;anim = 2100
ctrl = 0

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S4,2
channel = 2
volume = var(21)
persistent = 0

[State 2100, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = command = "hold8"
value = 2101
persistent = 0

[State 2100, 2]
type = veladd
trigger1 = time = 0
trigger1 = command = "hold8"
y = -5
persistent = 0

[State 2100, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = command = "hold9"
value = 2102
persistent = 0

[State 2100, 2]
type = veladd
trigger1 = time = 0
trigger1 = command = "hold9"
x = 5
y = -5
persistent = 0

[State 2100, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = command = "hold6"
value = 2103
persistent = 0

[State 2100, 2]
type = veladd
trigger1 = time = 0
trigger1 = command = "hold6"
x = 5
y = ifelse(p2dist y > 0, 1,-1)
persistent = 0

[State 2100, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = command = "hold3"
value = 2104
persistent = 0

[State 2100, 2]
type = veladd
trigger1 = time = 0
trigger1 = command = "hold3"
x = 5
y = 5
persistent = 0

[State 2100, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = command = "hold2"
value = 2105
persistent = 0

[State 2100, 2]
type = veladd
trigger1 = time = 0
trigger1 = command = "hold2"
y = 5
persistent = 0

[State 2100, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = command = "hold1"
value = 2106
persistent = 0

[State 2100, 2]
type = veladd
trigger1 = time = 0
trigger1 = command = "hold1"
x = -10
y = 5
persistent = 0

[State 2100, 2]
type = velmul
trigger1 = vel x < 0
trigger1 = vel y > 0
x = 0.88

[State 2100, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = command = "hold4"
value = 2107
persistent = 0

[State 2100, 2]
type = veladd
trigger1 = time = 0
trigger1 = command = "hold4"
x = -10
persistent = 0

[State 2100, 2]
type = velmul
trigger1 = vel x < 0
trigger1 = vel y = 0
x = 0.88

[State 2100, 3]
type = NotHitBy
trigger1 = vel x < 0
trigger1 = vel y = 0
trigger1 = time <= 7
value = SCA,AA,AT,AP

[State 2100, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = command = "hold7"
value = 2108
persistent = 0

[State 2100, 2]
type = veladd
trigger1 = time = 0
trigger1 = command = "hold7"
x = -10
y = -10
persistent = 0

[State 2100, 2]
type = velmul
trigger1 = vel x < 0
trigger1 = vel y < 0
x = 0.88
y = 0.88

[State 2100, 3]
type = velset
triggerall = vel x < 0 
trigger1 = command != "hold_x"
trigger1 = anim = [2101,2108]
trigger1 = animtime = 0
trigger2 = pos y >= 0
x = 0

[State 2100, 1]
type = PalFX
triggerall = AnimElemTime(1) = 0
trigger1 = prevstateno = [300,1400]
trigger2 = prevstateno = [3000,4200]
trigger3 = var(12) = 1
time = 13
sinadd = 128,128,128,26
ignorehitpause = 1

[State 2100, 3]
type = changestate
trigger1 = command != "hold_x"
trigger1 = anim = [2101,2108]
trigger1 = animtime = 0
trigger2 = pos y >= 0
value = 51
ctrl = 1

[State 2100, 4]
type = changestate
trigger1 = command = "hold_x"
trigger1 = anim = [2101,2108]
trigger1 = animtime = 0
value = 2110





[Statedef 2110]
type = A
movetype = I
physics = N
velset = 0,0
ctrl = 0

[State 2110, 1]
type = varset
trigger1 = time = 0
v = 13
value = 1

[State 2110, 1]
type = turn
trigger1 = p2dist x < -40

[State 2110, 2]
type = changeanim
trigger1 = anim != 2001
trigger1 = vel y <= -7.5
trigger1 = vel x < 7.5
value = 2001

[State 2110, 2]
type = changeanim
trigger1 = anim != 2002
trigger1 = vel y > -7.5
trigger1 = vel y < 0
trigger1 = vel x >= 7.5
value = 2002

[State 2110, 2]
type = changeanim
trigger1 = anim != 2003
trigger1 = vel y < 7.5
trigger1 = vel y > 0
trigger1 = vel x >= 7.5
value = 2003

[State 2110, 2]
type = changeanim
trigger1 = anim != 2004
trigger1 = vel y >= 7.5
trigger1 = vel x < 7.5
value = 2004

[State 2110, 1]
type = helper
trigger1 = time = 1
trigger1 = var(1) = 6 && var(29) = 1
trigger1 = Numhelper(11670) = 0
helpertype = normal
name = "choukan"
ID = 11670
pos = 0,0
postype = p1
stateno = 11670
keyctrl = 0
ownpal = 0
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 2110, 2]
type = palfx
trigger1 = var(1) = 6 && var(29) = 1
time = 1
add = 64,-64,-64

;ifelse(p2dist x > abs(p2dist y + const(size.head.pos.y)) ,
;vel x = 10
;vel y = (p2dist y + const(size.head.pos.y)) / (p2dist x  / 10)

[State 2110, 3];式短縮用
type = varset
trigger1 = 1
fv = 0
value = abs(p2dist y + enemynear(0),const(size.mid.pos.y)*0.5)

[State 2010, 3];ゼロ除算対策
type = varset
trigger1 = fvar(0) = 0
fv = 0
value = 1

[State 2110, 3];速度
type = velset
trigger1 = 1;p2dist x > 0
x = ifelse(abs(p2dist x) > fvar(0), 7.5, (abs(p2dist x) / fvar(0))*7.5 + var(10))
y = ifelse(abs(p2dist x) > fvar(0), (fvar(0) / abs(ifelse(p2dist x = 0,1,p2dist x)))*7.5*ifelse(p2dist y + enemynear(0),const(size.mid.pos.y)*0.5>0,1,-1) + var(10), 7.5*ifelse(p2dist y + enemynear(0),const(size.mid.pos.y)*0.5>0,1,-1))

[State 2110, 3];軌道変化可能時間設定
type = varadd
triggerall = var(11) >= 0
trigger1 = command = "hold1"
trigger2 = command = "hold2"
trigger3 = command = "hold3"
trigger4 = command = "hold4"
trigger5 = command = "hold6"
trigger6 = command = "hold7"
trigger7 = command = "hold8"
trigger8 = command = "hold9"
v = 11
value = 1

[State 2110, 3]
type = varset
trigger1 = var(11) >= 30
trigger2 = var(11) >= 1
trigger2 = command != "hold1" && command != "hold2" && command != "hold3" && command != "hold4" && command != "hold6" && command != "hold7" && command != "hold8" && command != "hold9"
trigger3 = command != "hold_x"
trigger4 = pos y >= 0
trigger5 = p2bodydist x = [-3,3]
trigger5 = fvar(0) = [0,30]
trigger5 = p2dist y >= 0 - enemynear(0),const(size.mid.pos.y)*0.5
trigger6 = p2bodydist x = [-3,3]
trigger6 = fvar(0) = [0,10]
trigger6 = p2dist y < 0 - enemynear(0),const(size.mid.pos.y)*0.5
v = 11
value = -1

[State 2110, 3];y速度変更用
type = varset
trigger1 = var(11) = [1,30]
trigger1 = command = "holdup" || command = "holddown"
trigger1 = vel x >= 7.5
v = 10
value = ifelse(command = "holdup",-3,3) + ceil(ifelse(command = "holdup",-3,3)*var(11)*0.1)

[State 2110, 3];x速度変更用
type = varset
trigger1 = var(11) = [1,30]
trigger1 = command = "holdfwd" || command = "holdback"
trigger1 = vel y >= 7.5 || vel y <= -7.5
v = 10
value = ifelse(command = "holdfwd",3,-3) + ceil(ifelse(command = "holdfwd",3,-3)*var(11)*0.1)

[State 2110, 3]
type = varset
trigger1 = var(11) != [1,30]
v = 10
value = 0




[State 2110, 1];減速
type = velset
trigger1 = command != "hold_x"
trigger2 = pos y >= 0
trigger3 = p2bodydist x = [-3,3]
trigger3 = fvar(0) = [0,30]
trigger3 = p2dist y >= 0 - enemynear(0),const(size.mid.pos.y)*0.5
trigger4 = p2bodydist x = [-3,3]
trigger4 = fvar(0) = [0,10]
trigger4 = p2dist y < 0 - enemynear(0),const(size.mid.pos.y)*0.5
x = vel x * 0.3
y = vel y * ifelse(vel y > 0,0.3,1)

[State 2110, 1]
type = changestate
trigger1 = command != "hold_x"
trigger2 = pos y >= 0
trigger3 = p2bodydist x = [-3,3]
trigger3 = fvar(0) = [0,30]
trigger3 = p2dist y >= 0 - enemynear(0),const(size.mid.pos.y)*0.5
trigger4 = p2bodydist x = [-3,3]
trigger4 = fvar(0) = [0,10]
trigger4 = p2dist y < 0 - enemynear(0),const(size.mid.pos.y)*0.5
value = 51
ctrl = 1







;==========================================================================================
;レバー入れホーミング（地上）
;==========================================================================================
;6D
[Statedef 2201]
type = S
movetype = I
physics = N
velset = 0,0
anim = 2201
ctrl = 0

[State 2201, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S4,2
channel = 2
volume = var(21)
persistent = 0

[State 2201, 1]
type = PalFX
triggerall = AnimElemTime(1) = 0
trigger1 = prevstateno = [300,1400]
trigger2 = prevstateno = [3000,4200]
time = 13
sinadd = 128,128,128,26
;ignorehitpause = 1

[State 2201, 2]
type = velset
trigger1 = animelemtime(3) >= 0
x = 5.2

[State 2201, 3]
type = varset
trigger1 = time = 8
v = 13
value = 1

[State 2201, 4]
type = changestate
trigger1 = animelemtime(3) >= 0
trigger1 = command != "hold_x"
value = 2210
ctrl = 0


;4D
[Statedef 2202]
type = S
movetype = I
physics = N
velset = 0,0
anim = 2202
ctrl = 0

[State 2202, 1]
type = NotHitBy
trigger1 = animelemtime(1) = [0,10]
value = SCA,AA,AT,AP

[State 2202, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S4,2
channel = 2
volume = var(21)
persistent = 0

[State 2202, 1]
type = PalFX
triggerall = AnimElemTime(1) = 0
trigger1 = prevstateno = [300,1400]
trigger2 = prevstateno = [3000,4200]
time = 13
sinadd = 128,128,128,26
;ignorehitpause = 1

[State 2202, 1]
type = StateTypeSet
trigger1 = animelemtime(3) <= 6
Physics = S
persistent = 0

[State 2202, 1]
type = StateTypeSet
trigger1 = animelemtime(4) >= 0
Physics = N
persistent = 0

[State 2202, 2]
type = veladd
trigger1 = time = 0
x = -5
persistent = 0

[State 2202, 2]
type = velset
trigger1 = animelemtime(4) >= 0
x = 5.2

[State 2201, 3]
type = varset
trigger1 = animelemtime(4) = 1
v = 13
value = 1

[State 2202, 4]
type = changestate
trigger1 = animelemtime(4) >= 0
trigger1 = command != "hold_x"
value = 2210
ctrl = 0

;ブレーキ
[Statedef 2210]
type = S
movetype = I
physics = S
anim = 2203
ctrl = 0

[State 2210, 1]
type = changestate
trigger1 = inguarddist
trigger1 = command = "holdback"
value = 120

[State 2210, 1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1





;==========================================================================================
;ガーキャンホーミング（空中）
;==========================================================================================
;GC6D
[Statedef 2301]
type = A
movetype = I
physics = N
velset = 0,0
anim = 2301
ctrl = 0

[State 2301, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S4,2
channel = 2
volume = var(21)
persistent = 0

[State 2301, 1]
type = velset
trigger1 = time = 0
x = 5
y = ifelse(p2dist y > 0,1,-1)
persistent = 0

[State 2301, 3]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP

[State 2301, 1]
type = ReversalDef
trigger1 = 1
;attr = S,NA
reversal.attr = SCA,AA,AP
pausetime = 20,20
sparkno = -1
sparkxy = 0,0
hitsound = S4,9
ignorehitpause = 1

[State -2, 1]
type = helper
trigger1 = Numhelper(6060) = 0
trigger1 = enemynear(0),movereversed
trigger1 = hitpausetime = 19
helpertype = normal
name = "sousai"
ID = 6060
pos = 15,-55 + random%11
postype = p1
stateno = 6060
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1


[State 2301, 3]
type = varset
trigger1 = animelemtime(1) = 11
v = 13
value = 2

[State 2301, 3]
type = varset
trigger1 = enemynear(0),movereversed
v = 13
value = 1

[State 2301, 2];ガーキャンエフェクト
type = Explod
trigger1 = time = 0
anim = 2300
ID = 2300
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 2301, 1]
type = Changestate
trigger1 = command = "hold_x"
trigger1 = animtime = 0
value = 2110

[State 2301, 1]
type = Changestate
trigger1 = command != "hold_x"
trigger1 = animtime = 0
value = 51
ctrl = 1


;GC4D
[Statedef 2302]
type = A
movetype = I
physics = N
velset = 0,0
anim = 2302
ctrl = 0

[State 2302, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S4,2
channel = 2
volume = var(21)
persistent = 0

[State 2302, 2]
type = veladd
trigger1 = time = 0
x = -8
persistent = 0

[State 2302, 2]
type = velmul
trigger1 = 1
x = 0.9

[State 2302, 3]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 2301, 3]
type = varset
trigger1 = animelemtime(2) = 1
v = 13
value = 2

[State 2301, 3]
type = varset
trigger1 = enemynear(0),movereversed
v = 13
value = 1

[State 2302, 3]
type = velset
trigger1 = command != "hold_x"
trigger1 = animtime = 0
trigger2 = pos y >= 0
x = 0

[State 2302, 3]
type = changestate
trigger1 = command != "hold_x"
trigger1 = animtime = 0
trigger2 = pos y >= 0
value = 51
ctrl = 1

[State 2302, 4]
type = changestate
trigger1 = command = "hold_x"
trigger1 = animtime = 0
value = 2110





;==========================================================================================
;ガーキャンホーミング（地上）
;==========================================================================================
;6D
[Statedef 2401]
type = S
movetype = I
physics = N
velset = 0,0
anim = 2304
ctrl = 0

[State 2401, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S4,2
channel = 2
volume = var(21)
persistent = 0

[State 2401, 1]
type = null;PalFX
triggerall = AnimElemTime(1) = 0
trigger1 = prevstateno = [300,1400]
trigger2 = prevstateno = [3000,4200]
time = 13
sinadd = 128,128,128,26
;ignorehitpause = 1

[State 2401, 3]
type = NotHitBy
trigger1 = animelemtime(1) = [0,21]
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 2401, 1]
type = ReversalDef
trigger1 = animelemtime(1) = [0,21]
;attr = S,NA
reversal.attr = SCA,AA,AP
pausetime = 20,20
sparkno = -1
sparkxy = 0,0
hitsound = S4,9
ignorehitpause = 1

[State -2, 1]
type = helper
trigger1 = Numhelper(6060) = 0
trigger1 = enemynear(0),movereversed
trigger1 = hitpausetime = 19
helpertype = normal
name = "sousai"
ID = 6060
pos = 15,-55 + random%11
postype = p1
stateno = 6060
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1


[State 2401, 3]
type = varset
trigger1 = animelemtime(1) = 11
v = 13
value = 2

[State 2401, 3]
type = varset
trigger1 = time >= 23
trigger2 = enemynear(0),movereversed
v = 13
value = 1

[State 2401, 2];ガーキャンエフェクト
type = Explod
trigger1 = time = 0
anim = 2300
ID = 2400
pos = 0,22
postype = p1
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 2401, 2]
type = velset
trigger1 = time = 0
x = 5.2

[State 2401, 4]
type = changestate
trigger1 = animelemtime(2) >= 0
trigger1 = command != "hold_x"
value = 2410
ctrl = 0


;4D
[Statedef 2402]
type = A
movetype = I
physics = N
velset = 0,0
anim = 2305
ctrl = 0

[State 2402, 1]
type = NotHitBy
trigger1 = animelemno(0) <= 2
value = SCA,AA,AT,AP

[State 2402, 3]
type = varset
trigger1 = animelemtime(1) = 11
v = 13
value = 2

[State 2401, 3]
type = varset
trigger1 = time >= 28
trigger2 = enemynear(0),movereversed
v = 13
value = 1

[State 2402, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S4,2
channel = 2
volume = var(21)
persistent = 0

[State 2402, 1]
type = PalFX
trigger1 = AnimElemTime(1) = 0
time = 13
sinadd = 128,128,128,26
;ignorehitpause = 1


[State 2402, 2]
type = veladd
trigger1 = time = 0
x = -5
y = -1
persistent = 0

[State 2402, 2]
type = velmul
trigger1 = animelemtime(2) <= 14
x = 0.93

[State 2402, 2]
type = veladd
trigger1 = animelemtime(2) <= 14
y = 0.05


[State 2402, 2]
type = StateTypeSet
trigger1 = animelemtime(2) = 15
StateType = S

[State 2402, 2]
type = posset
trigger1 = animelemtime(2) = 15
y = 0

[State 2402, 2]
type = velset
trigger1 = animelemtime(2) >= 15
x = 5.2
y = 0

[State 2402, 4]
type = changestate
trigger1 = animelemtime(3) >= 0
trigger1 = command != "hold_x"
value = 2410
ctrl = 0

;ブレーキ
[Statedef 2410]
type = S
movetype = I
physics = S
anim = 2203
ctrl = 0

[State 2410, 3]
type = varset
trigger1 = time = 1
v = 13
value = 1

[State 2410, 1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1



;-----------------------------------------------------------------------------------------
;岩戸
;-----------------------------------------------------------------------------------------
[Statedef 2500]
type = S
movetype = I
physics = N
velset = 0,0
anim = 2500
sprpriority = 1
ctrl = 0

[State 2500, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S4,2
channel = 2
volume = var(21)
persistent = 0

[State 2500, 1]
type = helper
trigger1 = time = 17
helpertype = normal
name = "iwato"
ID = 11352
pos = 0,0
postype = p1
stateno = 150
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 2500, 3]
type = LifeAdd
trigger1 = Numhelper(11352) = 1
trigger1 = helper(11352),Gethitvar(damage) != 0
value = helper(11352),gethitvar(damage)
ignorehitpause = 1
persistent = 0

[State 2500, 3]
type = NotHitBy
trigger1 = animelemtime(3) >= 0
trigger1 = enemynear(0),statetype != C
value = ,AA,AP

[State 2500, 1]
type = PalFX
triggerall = AnimElemTime(1) = 0
trigger1 = prevstateno = [300,1400]
trigger2 = prevstateno = [3000,4200]
time = 13
sinadd = 128,128,128,26
;ignorehitpause = 1

[State 2500, 2]
type = velset
trigger1 = animelemtime(3) >= 0
trigger1 = Numhelper(11352) = 1
trigger1 = helper(11352),hitshakeover = 1
x = 4

[State 2500, 2]
type = velset
trigger1 = animelemtime(3) >= 0
trigger1 = Numhelper(11352) = 1
trigger1 = helper(11352),hitshakeover = 0
x = 0

[State 2500, 3]
type = varset
trigger1 = time = 17
v = 13
value = 1
persistent = 0
ignorehitpause = 1

[State 2500, 4]
type = changestate
trigger1 = animelemtime(3) >= 0
trigger1 = command != "hold_x"
trigger1 = Numhelper(11352) = 1
trigger1 = helper(11352),hitshakeover = 1
value = 2510
ctrl = 0



;ブレーキ
[Statedef 2510]
type = S
movetype = I
physics = S
anim = 2510
ctrl = 0

[State 2510, 1]
type = changestate
trigger1 = inguarddist
trigger1 = command = "holdback"
value = 120

[State 2510, 1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;-----------------------------------------------------------------------------------------
;虚空の意
;-----------------------------------------------------------------------------------------
[Statedef 2600]
type = S
movetype = I
physics = S
velset = 0,0
anim = 2600
sprpriority = 1
ctrl = 0

[State 2600, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S4,2
channel = 2
volume = var(21)
persistent = 0

[State 2600, 1]
type = helper
trigger1 = time = 0
helpertype = normal
name = "kokuu"
ID = 2610
pos = 0,0
postype = p1
stateno = 2610
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 2600, 2]
type = PlayerPush
trigger1 = time = [18,24]
value = 0

[State 2600, 2]
type = posset
trigger1 = time = [18,24]
trigger1 = Numhelper(2610) = 1
x = helper(2610),pos x
y = 0

[State 2600, 2]
type = screenbound
trigger1 = time = [18,24]
movecamera = 0,1

[State 2600, 3]
type = changeanim
trigger1 = time = 24
value = 2601
persistent = 0

[State 2600, 4]
type = veladd
trigger1 = time = 22
x = 7.5

[State 2600, 4]
type = turn
trigger1 = anim = 2601
trigger1 = animelemtime(4) = 4
persistent = 0

[State 2600, 5]
type = varset
trigger1 = time = 23
v = 13
value = 1
persistent = 0
ignorehitpause = 1

[State 2600, 6]
type = changestate
trigger1 = anim = 2601
trigger1 = animtime = 0
trigger2 = p2dist x > 0
trigger2 = anim = 2601
trigger2 = animelemtime(3) = 0
value = 0
ctrl = 1



[Statedef 2610]
type = S
movetype = I
physics = N
velset = 0,0
anim = 2610
ctrl = 0

[State 2610, 1]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow

[State 2610, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2610, 2]
type = velset
trigger1 = time = 0
x = 5

[State 2610, 3]
type = velmul
trigger1 = vel x <= 14
x = 1.1

[State 2610, 3]
type = AfterImage
trigger1 = time = 0
time = -1
length = 24
palcontrast = 160,160,160
paladd = 0,0,0
palmul = 1,1,1
timegap = 1
framegap = 6
trans = add1

[State 2610, 4]
type = velset
trigger1 = parent,stateno = 2600
trigger1 = parent,time = 23
x = 0

[State 2610, 4]
type = changeanim
trigger1 = time = 24
value = 2601
persistent = 0

[State 2610, 5]
type = destroyself
trigger1 = parent,stateno != 2600
trigger2 = anim = 2601
trigger2 = animelemtime(2) = 0



;==========================================================================================
;アルカナブラスト
;==========================================================================================
[Statedef 2800]
type = S
movetype = A
physics = S
sprpriority = 1
ctrl = 0
velset = 0,0
anim = 2800

[State 2800, 1]
type = poweradd
trigger1 = time = 0
value = -1000
persistent = 0
ignorehitpause = 1

[State 2800, 1]
type = NotHitBy
trigger1 = time <= 14
value = SCA
ignorehitpause = 1

[State 2800, 1]
type = varset
trigger1 = animtime = 0
v = 31
value = 720
persistent = 0
ignorehitpause = 1

[State 2800, 2]
type = varset
trigger1 = time = 0
v = 30
value = power
persistent = 0
ignorehitpause = 1

[State 2800, 3]
type = PlaySnd
trigger1 = time = 9
value = S4, 0
channel = 5
volume = var(21)
persistent = 0
ignorehitpause = 1

[State 2800, 3]
type = PlaySnd
trigger1 = time = 9
value = S12, 7
channel = 0
volume = var(21)
persistent = 0
ignorehitpause = 1

;エフェクト1
[State 2800, 1]
type = Explod
trigger1 = time = 14
anim = 2801
ID = 2801
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 2-(time-13)*0.0833, 0.5+(time-13)*0.0833
sprpriority = 2
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(2801) = 1
ID = 2801
scale = 2-(time-13)*0.0833, 0.5+(time-13)*0.0833
removeongethit = 1
ignorehitpause = 1

;魔方陣（足元）
[State -2, 1]
type = Explod
trigger1 = time = 18
anim = 2810 + var(1)
ID = 2810 + var(1)
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = 1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 2-(time-17)*0.0357, 0.75-(time-17)*0.0134
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(2810+var(1)) = 1
ID = 2810 + var(1)
scale = ifelse(time >= 45,1,2-(time-17)*0.0357), ifelse(time >= 45,0.375,0.75-(time-17)*0.0134)
removeongethit = 1
ignorehitpause = 1

[State -2, 1];エフェクト2
type = helper
trigger1 = time = 14
helpertype = normal
name = "effect2"
ID = 2802
pos = 0,0
postype = p1
stateno = 2802
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0

[State -2, 1];エフェクト2
type = helper
trigger1 = time = 14
helpertype = normal
name = "effect2"
ID = 2803
pos = 0,0
postype = p1
stateno = 2802
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0

[State 2800, 5]
type = HitDef
trigger1 = animelemtime(4) = [0,1]
attr = S,HA
hitflag = MAF
guardflag = MA
affectteam = E
animtype = diagup
air.animtype = diagup
fall.animtype = diagup
priority = 7,Hit
damage = 0
getpower = 0,0
givepower = 0, 0
pausetime = 0, 12
guard.pausetime = 0, 10
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S0,ifelse(random <= 499,4,5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = 0
guard.slidetime = 0
air.hittime = ceil(28*var(26)*0.01) + ifelse(var(25) = 0,0,5)
guard.ctrltime = 0
airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = -10, -3.5
guard.velocity = -3
air.velocity = -10, -3.5
airguard.velocity = -3, -2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
air.juggle = 0
fall = 1
fall.recovertime = ceil(28*var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -4, 0
down.hittime = 20
down.bounce = 0
id = 2800
hitonce = 0
kill = 0
numhits = 0
persistent = 0
p2facing = 1
ignorehitpause = 1

[State 2800, 6]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


[Statedef 2802]
type = A
movetype =I
physics = N
velset = 0,0
sprpriority = 3
anim = 2802

[State 2802, 1]
type = trans
trigger1 = 1
trans = add

[State 2802, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2802, 3]
type = angledraw
trigger1 = ishelper(2802)
value = -40
scale = 0.4*time*0.055555,2*time*0.055555

[State 2802, 3]
type = angledraw
trigger1 = ishelper(2803)
value = 30
scale = 0.8*time*0.055555,4*time*0.055555

[State 2802, 3]
type = PalFX
trigger1 = time = 14 ; 消滅が始まる時間
time = 5 ; 消え終わるまでの時間
add = -128,-128,-128
sinadd = -256,-256,-256,104
;ignorehitpause = 1

[State 2802, 4]
type = destroyself
trigger1 = time = 18
trigger2 = parent,movetype = H
trigger2 = parent,stateno != [120,155]



;==========================================================================================
;アルカナフォース
;==========================================================================================
[Statedef 2900]
type = A
movetype = I
physics = N
sprpriority = 5
ctrl = 0
velset = 0,0
anim = 2900

[State 2900, 1]
type = varset
trigger1 = time = 0
v = 29
value = 1
persistent = 0

[State 2900, 1]
type = varset
trigger1 = time = 0
v = 31
value = 0
persistent = 0

[State 2900, 1]
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = S4, 1
channel = 5
volume = var(21)
persistent = 0

[State 2900, 1]
type = PlaySnd
trigger1 = animelemtime(2) = 20
value = S12, 9
channel = 0
volume = var(21)
persistent = 0



[State 2900, 1]
type = powerset
trigger1 = time = 0
trigger1 = power < 100
value = 99

[State 2900, 1]
type = varset
trigger1 = time = 0
v = 30
value = power

[State 2900, 1]
type = SuperPause
trigger1 = time = 0
time = 144
anim = -1
;sound = S100,1
pos = 0,0
movetime = 144
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 1
persistent = 0

[State 2900, 2]
type = AssertSpecial
trigger1 = animelemtime(2) = [18,116]
flag = noBG

[State 2900, 3]
type = velset
trigger1 = animelemtime(2) = 1
y = -0.5
[State 2900, 3]
type = velset
trigger1 = animelemtime(2) = 54
y = 0
[State 2900, 3]
type = velset
trigger1 = animelemtime(2) = 78
y = 0.5

[State 2900,3]
type = EnvShake
trigger1 = animelemtime(2) = 18
time = 36
freq = 80
ampl = -3


[State 2900, 4];カットイン
type = Explod
trigger1 = Animelemtime(2) = 36
anim = 2900 + var(1)
ID = 2900
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 1, 1
sprpriority = -3
ownpal = 1
removeongethit = 1
persistent = 0

[State 2900, 4];魔方陣
type = Explod
trigger1 = Animelemtime(2) = 28
anim = 2930 + var(1)
ID = 2902
pos = 0,-70
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 2, 2
sprpriority = -2
ownpal = 1
removeongethit = 1
persistent = 0

[State 2900, 4]
type = ModifyExplod
trigger1 = NumExplod(2902) = 1
trigger1 = time <= 83
ID = 2902
scale = 2-(time-43)*0.025,2-(time-43)*0.025

[State 2900, 4]
type = ModifyExplod
trigger1 = NumExplod(2902) = 1
trigger1 = time >= 113
ID = 2902
scale = 1+(time-113)*0.042,1+(time-113)*0.042

[State -2, 1];エフェクト2
type = helper
trigger1 = animelemtime(2) = 29
helpertype = normal
name = "effect2"
ID = 2902
pos = 0,-66
postype = p1
stateno = 2902
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0

[State -2, 1];エフェクト2
type = helper
trigger1 = animelemtime(2) = 29
helpertype = normal
name = "effect2"
ID = 2903
pos = 0,-66
postype = p1
stateno = 2902
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0



[State 2900, 2]
type = NotHitBy
trigger1 = animelemtime(3) >= 0
value = ,AA,AP

[State 2900, 2]
type = ctrlset
trigger1 = animelemtime(3) = 0
value = 1

[State 2900, 3]
type = changestate
trigger1 = animtime = 0
value = 51
ctrl = 1


[Statedef 2902]
type = A
movetype =I
physics = N
velset = 0,0
sprpriority = 6
anim = 2802

[State 2902, 1]
type = trans
trigger1 = 1
trans = add

[State 2902, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2902, 3]
type = angledraw
trigger1 = ishelper(2903)
value = -40
scale = 0.4*time*0.0263157,2*time*0.0263157

[State 2902, 3]
type = angledraw
trigger1 = ishelper(2902)
value = 30
scale = 0.8*time*0.0357142,4*time*0.0357142

[State 2902, 3]
type = PalFX
trigger1 = ishelper(2902)
trigger1 = time = 24 ; 消滅が始まる時間
trigger2 = ishelper(2903)
trigger2 = time = 34 ; 消滅が始まる時間
time = 5 ; 消え終わるまでの時間
add = -128,-128,-128
sinadd = -256,-256,-256,104
;ignorehitpause = 1

[State 2902, 4]
type = destroyself
trigger1 = parent,movetype = H
trigger1 = parent,stateno != [120,155]

[State 2902, 4]
type = destroyself
trigger1 = time = 28
trigger1 = ishelper(2902)
trigger2 = time = 38
trigger2 = ishelper(2903)



